RtW: Add-On Pack 3 BETA for 3.17

how do you get patch 3.17. and just making sure i have to delete add on pack 2 so i can install it?
 
Current culture changes:
- No religion culture (removed from all religions)
- No building culture except Palace (removed from all buildings, still give happy though)
- Building culture produces 10% (down from 100%)
- Great Artist Bomb 100 (down from 4000)
- Artist city specialist +1 culture (down from +4)
- Creative gives no culture bonus (down from +2 per city)

I watched France culture bomb Strasbourg and take most of Central Europe from the +4000 culture. Hence the drastic change there. :)


So, was this implemented in the new beta? I'm playing as Germany, Global Scenario, Historic Mode, new Beta 2 of AOP3, and am still getting major cultural trouble starting on turn-2 (actually, it is worse than it was before). Basically all of the Rhineland was absorbed by France in just a few turns (absorbing Germany's iron source, and halting all factory production). So I maxed out all the artist specialists and had to boost the culture slider to 40% to begin to get any of it back, which is more than I had to do in my last game to hold-the-line. Why is this happening? Does France put their culture slider at 100% to make this happen? If it is left up to the AI, it seems that 'unfortunate side-effects' may still occur.

Perhaps this is because Germany is so much smaller than France (since the definition of 'France' in CIV-terms includes all of its overseas colonies)? Would it help to split off the overseas colonies into, well, separate colonies which are hard-coded allies but which are not affecting culture/money/etc and are not under direct control of the main country? This might also help with the production disparities mentioned much earlier, where UK and France out-produce Germany from day-one (unless horribly mismanaged by the AI, which, granted, is more likely than not).

Also, as mentioned above, the production fix may not be quite what is needed. It takes much longer to produce everything, not just the high-tech stuff. Production/hammer bonuses weren't the problem, it was that air, navy and armor was so cheap relative to infantry that one could produce enough infantry to cover the defense while churning out loads of air/naval/armor units to do the bulk of the damage. Now, instead of getting infantry-heavy armies with air/navy/armor assistance, it seems we just get much smaller armies all the way around. Though maybe I haven't played long enough (early 1937) to see how it plays out.
 
I agree. Everything produces so very slowly, and the relations (planes costing only as much as infantry) don't add up.
 
So, was this implemented in the new beta? I'm playing as Germany, Global Scenario, Historic Mode, new Beta 2 of AOP3, and am still getting major cultural trouble starting on turn-2 (actually, it is worse than it was before). Basically all of the Rhineland was absorbed by France in just a few turns (absorbing Germany's iron source, and halting all factory production). So I maxed out all the artist specialists and had to boost the culture slider to 40% to begin to get any of it back, which is more than I had to do in my last game to hold-the-line. Why is this happening? Does France put their culture slider at 100% to make this happen? If it is left up to the AI, it seems that 'unfortunate side-effects' may still occur.

Perhaps this is because Germany is so much smaller than France (since the definition of 'France' in CIV-terms includes all of its overseas colonies)? Would it help to split off the overseas colonies into, well, separate colonies which are hard-coded allies but which are not affecting culture/money/etc and are not under direct control of the main country? This might also help with the production disparities mentioned much earlier, where UK and France out-produce Germany from day-one (unless horribly mismanaged by the AI, which, granted, is more likely than not).

No, it's not in what you're playing. It's in what I'm playing.
 
Kid's still asleep. ;)
 
After Pearl Harbour, The English in India actually invade Japan and take a few cities. The Japanese tank destroyers get smashed by the English Tanks. Japan needs to be stronger. I had to use my airforce to stop them getting wiped out.

For the next patch could the Axis and Japan have open borders? That way your land units can help Japan out.
 
Yes, but I propose a way to fix the problem of changing tile ownership. Military Control.

Influence Driven War! Possibly increase the values received on attack, but this would brilliantly signify territorial control. It's a good mod, and I've seen it work in conjunction with DCM before with no problems, so it should be OK.
 
Influence Driven War! Possibly increase the values received on attack, but this would brilliantly signify territorial control. It's a good mod, and I've seen it work in conjunction with DCM before with no problems, so it should be OK.

Similar to influence driven war, but you don't need a battle in order to spread influence. Also it is much simpler because all it is only one thing: if your unit is on any enemy square it becomes yours until the enemy recaptures it. Influnce driven war is too slow and the idea that by attacking a square, but not necessarily taking it, increases your culture in a square is lame.
 
U should surely take the star off the Yugoslavian flag. Back in those times it was monarchy, and star is sign of communism that came after WW2.
 
i like all the add ons but it always crashes for me. works for the day i download it then crashes is there any way i can get the one that came with bts without reinstalling or buying a new game
 
i like all the add ons but it always crashes for me. works for the day i download it then crashes is there any way i can get the one that came with bts without reinstalling or buying a new game

Only way is to re-install BtS plus patches.
 
Sorry if this has been asked before.

What is the minimum spec needed to play the global version, to avoid CTDs?

I have XP home plus 1.5gb ram.
 
I installed civilization complete (it is at version 313) and updated to official update to 317 and played some games of Road To War (Europe 1939). Then I download th pack 3 beta 2, removed the existing Road To War folder from Mods folder and then put the folder from the zip.

I played a little the scenario Europe 1939 and historical events non random. I don't see the difference from the 317 version. Is this normal?

In both version, soon after the war starts the game starts to crash very often. It's dependent of the number of area I have to check during one turn. But for all nations I tried (British, French, German) I have more than enough area to check so I crash fast. In fact soon after the war starts I cannot play more than one turn before to quit.

I setup everything to low, lowest screen res, textures, no fight zoom, single unit graphics, don't follow movements and fights and so on.

Is there anything to do to reduce the crash? For me it's clearly linked to war starts, in a 1936 scenario the real crash problems start only after war start.
 
maybe you have problem with the movies, have you seen the very first movie?
 
Fagan:

You said you see no difference between Civ complete 3.17 RtW version, and AOP3. Do you see Hitler or Hirohito as a choice? Is the German flag the Empire's flag or Swastika?
 
I have a few thoughts on the initial Beta 3 pack released (not the updated version). Up front, I'm not a very good Civ player. I'm happy to win a scenario on Noble. I recently figured out how Corporations worked. I don't presume to be an expert on Civ nor especially your mod, and while I've tried to read through the various threads to make sure I'm not repeating comments, you may have seen some of this before.

That said, I think the biggest issue right now with the is that the movement attributed to the units is fine for the Europe scenario but not so fine for the world scenario. (I haven't played Pacific so I can't speak to it.) I'm not sure whether it is even possible to mod variable movement between scenarios without introducing serious complications into your XML but I think that without it you're always going to have a weird 1936 world map game compared to the European/Pacific theatre maps.

For example, I'm currently wrapping up a Historical game as England on the 1936 world map. The USA just entered the war which was sort of a distraction, as I've very nearly mopped up Germany in early 1942. The USSR completely ate the eastern third of Germany and its allies. After initially getting surprised by Italy's DoW on me I recovered in Africa after a few turns. Between France and I there were no Italian holdings in Africa within 15 turns of DoW, and I had zero troop buildup beyond the default troops prior to the DoW.

Once I landed on Italy I became aware of how powerful the current planes are when used in concert with tanks. With 15 basic bombers in the southernmost Italian mainland city and 16-20 basic fighters in Sicily I was able to dismantle the Luftewaffe with fighter engagement on every German city that still held aerial resistance. From their position in southern Italy the bombers could reach Berlin and encountered zero resistance whatsoever. This seemed a bit much as I systematically dismantled all German defenses with bombing missions before completely destroying all German units with air strikes. A handful of Crusader tanks in northern Italy plus paratroopers in London allowed me to roll through multiple undefended German cities. At this point it's just mopping up before I take on a moderately defended Japan, and with just-upgraded improved fighters and bombers I'm confident I can completely destroy their defenses by air before troops ever set foot on the ground.

I'll wait to do a full post-mortem after the game ends but scale was the immediately obvious balance issue.
 
Fagan:

You said you see no difference between Civ complete 3.17 RtW version, and AOP3. Do you see Hitler or Hirohito as a choice? Is the German flag the Empire's flag or Swastika?
Cough cough my mistake about this point, there's no problem about that, I have the german light tank with move 4, factories don't bring anymore production bonus. But for cultural changes I don't see clearly the changes.

The crash problem is more a problem but it seems I found a way against this through the file GlobalDefinesAlt.xml.

Is there any doc about the param set here and what are the possible values?

Before to change anything in this file I had two things with any version of Road to war I tried :
- Duplicate diary button at top left : At the right of the diary button another one quite similar but with no icon picture on it and that open nothing.
- Soon after the war start the game crash very often, Could play a game anyway by saving multiple time each turn and doing one turn per one turn and almost a crash at each game turn.

Now the two problems disapeared, here is the new version of GlobalDefinesAlt.xml I'm using:
Code:
	<Define>
		<DefineName>DCM_BATTLE_EFFECTS</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>NUM_GAME_FEATURES</DefineName>
		<iDefineIntVal>8</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>NUM_BATTLE_FEATURES</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DCM_AIR_BOMBING</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DCM_CIV_CUSTOMISER</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DCM_RANGE_BOMBARD</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DCM_CIV_CHANGER</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DCM_CIV_CHANGER_MODE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DCM_CIV_CHANGER_CHANGES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DCM_STACK_ATTACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DCM_OPP_FIRE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DCM_ACTIVE_DEFENSE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DCM_ARCHER_BOMBARD</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DCM_FIGHTER_ENGAGE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>

I don't see what that changed clearly, the only things I clearly noticed are :
- I don't have anymore the fog of war graphics nor the gameplay effects (on food production and unit moving)
- There's no more duplicate diary button at top left.
- When I scroll the map by moving the mouse on border the scrolling is less smooth but works well anyway.
- And the best, the game seems to not crash anymore when in multiple game with multiple version, after war start, the game was crashing very often.

But I wonder if anyway someone could explain me what are each option in this file?
 
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