No worries. I've said it before, but it's hard to make Civ5 a better "Hearts of Iron" game than "Hearts of Iron..." The entire game engine is designed with a mostly-peaceful focus of development covering a 6,000 year time frame. It takes a great deal of redefining of the database entries that we can modify (there are a lot, but not exactly enough), and a lot of "freebees" for the AI to get it to even
look like it's putting up a semi-coherent fight. Most of the methods available in the API are decent, but there are some glaring holes (most notably in the game's diplomacy and religion systems). The unit animations are provided via an ancient Granny2 animation engine, which wasn't exactly current when the game was new in 2010. I'd actually add we should be grateful it works as well as it does...
Again, Civ5 wasn't designed to be a war simulation. The easiest way I know this is there isn't a reliable command that I can issue through the API that says, "move unit Z to tile X/Y." There a couple of ways I can "order" such a thing to occur, but that order is almost always subsequently overwritten by some other internal piece of logic in the black box of the game engine, that I as a modder can't touch. So, the methods available to get unit Z somewhere near the tile you'd like are more "suggestions" than orders. Sometimes it works, almost looks like a human player guiding that civ. Much of the time it doesn't work at all (more often than not, actually). And, sometimes you're not really sure what the hell the AI is doing (look at how planes fly
away from the front instead of attacking units that are sieging nearby cities. I as a player would never do this, but the AI does it all the time).
If you'd like to slow down the air animations, it's quite easy to do, if you can edit a text file in an app like Notepad. There's very little risk. If you somehow corrupt the file, simply delete the mod from the game's MODS folder, and re-enter the MODS area. This will force a fresh download of the mod, so no harm done.
You'll need to open a Windows Explorer (not Internet Explorer), and navigate to a specific folder for both of the 2 mods that involve WW2, usually located some place like this:
For the Main WAW mod (includes WW2 Scenario On Any Map): C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\SMAN's The World at War (v 5)\DATABASE\Units
For the WW2 Scenario mod: C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\SMAN's World at War Scenario - The War in Europe (WW2) (v 4)\DATABASE\Units - WAW Standard
Where "XXXX" is the name of the account you installed the game under.
Once inside the correct folder, you need to use Notepad (or the text editor of your choice), and open the file named MiscUnitChanges.SQL
Once the file is open for editing, look for this line:
Code:
UPDATE ArtDefine_UnitMemberCombats SET MoveRate = ROUND(1.5*MoveRate);
The value of 1.5 specifies that all air units will fly at 50% faster speeds than they normally do. Change this to 2.0 to make them move twice as fast as the original game. Change it to 0.50 to make them fly at half the normal speed. Only air units use MoveRate in the ArtDefine_UnitMemberCombats table. Please note, this command applies to all air units equally. To make a command that makes bombers move more slowly, but fighters at a different speed, it would take a more-specific SQL statement.
Once the change is made, simply save the file, exit Notepad, then go back to Civ5 and re-enter the MODS area. The next time the mod loads, it will use these edited values.
One additional note: every time a new version of the mod is released, you'd need to make the same edits, as the new version will overwrite anything changed in the older version.
Good luck!