sman1975
Emperor
did the new patch replace the old one in the download link?
When you go to the link, you'll see the big "Download Now" button in the top right side of the screen. Clicking on that will always give you the most recent version of the mod. Posted it last night, so most discussions not involving that version might be moot. It did make quite a lot of changes to the compatibility script ( techs, units, buildings, etc.).
I think I added the Cruiser (NAVRANGED) last of all - mostly to fill a historical vacuum in the game. There was a need for a "light" battleship in the design (weaker but faster), but not having Cruisers overlooked the massive role they played, at least in the wider Pacific and the Atlantic convoys in WW2. The 'battlewagons' were tethered the mission of pulverizing beachheads in the Island Hopping campaigns, but most of the bigger ships cruising the open seas were, well, Cruisers...

Most of the "battleships" sank/damaged at Pearl Harbor were of the Superdreadnought category, rather than what we think of Battleships, which that appeared later (development primarily urged by the sudden realization of the importance of Air Defense). Cruiser production in early 1942 was greatly accelerated, as these ships could be deployed a half a year sooner than the Superdreadnought replacements that were being built in 1940-1942.
Since I was trying to expand the scopes of warfare offered in the game, and give it a more historical/immersive gaming experience, I feel pretty strongly about keeping Cruisers right about where they are.
Iron as the required resource for late-model ships? I'm looking at the Unit_ResourceQuantityRequirements table right now. I see the disconnect. I question the design criterion, as it takes only a finite amount of Iron to build a ship, true, but it takes a continuing amount of Oil to move the beast. It seems to me, if a Civ has to dedicate Resources to feed their war machines, the ongoing need for Oil (a consumable) should be more "impacting" than a one-time need for Iron (static).
I'm sure they decided this to give a use for Iron in late-game, when there are already enough units clamoring for Oil. But WAW also uses Iron for the HighRises (residential/commercial), and in all the games I've played, I've always ran out of Iron long before I ran out of Cities wanting HighRises.
Even today, the planning considerations of maintaining/replenishing fuel supplies (Oil) impact almost every military in the world on a continuous basis, in a way that the raw materiel of Iron (well, Steel actually) doesn't.
Still, for a consistent gaming experience, I suppose Resource Requirements need to be harmonized. But I really can't see a valid argument for favoring Iron over Oil/Coal for any of the LBE ships or later. I'll rework the Resource Requirements (there are a few units have have both!) and make sure at least the ships use Resources in a consistent manner.
don't forget the location of these vp units
Good catch, @ofmiciv5 - I'll double check these numbers/locations and "normalize" them in the next version.
BTW - I'm not trying to be difficult - mostly trying to work out in my own head, what specific changes we need to make to get the mod into a place where VP fans would actually enjoy playing it. Alot of my typing has a lot to do with me trying to work things out. I sincerely appreciate all suggestions, and will try to put the best ones into the mod if I can figure out how (e.g. I'm only about halfway finished with the "policies" fix we talked about yesterday. For the last version of the mod, I simply left the WAW policy changes out entirely).
Another way of saying this is, "THANKS for the suggestions!" Keep 'em coming!