Testing Version 1 Released!

Flying Pig

Utrinque Paratus
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Jan 24, 2009
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Perfidious Albion
Patched 1 9/3

Here's the first testable version of the mod for public download. The only strings attached are that if you download it, please feed back.

Download ONCE MORE RE-DONE, 20/2

We're especially keen for feedback on the following:


  • When playing Argentina, do the British always land in the right place (should be around San Carlos Bay give or take about ten tiles)

  • How should the tech tree work?

  • Any comments on civics?

  • British players - can you make any headway? Argentine players - how do you fight back?
When playing, try to safeguard aircraft carriers and cruisers purely because they will be victory units later on - any strategy that risks them will therefore become invalid. We don't want to be told:


  • There's no events! - Events have been removed for now
  • The graphics are ugly! - most of these are still in development stage
  • I can't win! - there's only conquest and domination set on. Good luck with that!
Patch 1 [9/3] does the following:


  • Bug fixes - aircraft now load onto British carriers, ancient age units are disabled.
  • Game music!
  • Marsh terrain unhealthiness removed.
 
It's not reading XML entries for custom civs, and the scenario itself isn't working for me. I just get the map and civs in the Ancient Era.
 
I believe I'm having the same problem. I can load the map, but nothing else is available (i.e. custom civs or scenario).
 
Sadly, that's not it (at least not for me). The same outcome: map size huge, the choose your civ from the vanilla list of civs, and then begins in the stone age.

You're close! Keep it up, I can't wait to play. Best of luck.
 
Here's the first testable version of the mod for public download. The only strings attached are that if you download it, please feed back.

Download here!

We're especially keen for feedback on the following:


  • When playing Argentina, do the British always land in the right place (should be around San Carlos Bay give or take about ten tiles)

  • How should the tech tree work?
Good show! :goodjob:

IMO the tech tree should not work (i.e. there should be no techs to develop with the short space of the actual Falklands War). Can't promise any factual feedback, as I don't know if I'll have time to playtest... Downloading anyway - and sorry about the starting hiccups. ;)
 
The plan for it was that research represents developments in methods more than techs - so may unlock things like processes and promotions rather than buildings and units.

Sadly, that's not it (at least not for me). The same outcome: map size huge, the choose your civ from the vanilla list of civs, and then begins in the stone age.

Sounds like there's been a screw-up during the upload. Download suspended while I sort it out.
 
Now we're talking! It's loads, it starts, and I'm very impressed. One big issue out the gate: the Sea Harriers don't stay loaded (or load) on the carriers. Other than, that I'm fooling with it still. The SBS unit knocked out an Argentine plane, British subs have damaged the Belgrano and Argentine corvettes approach the north coast of E. Falkland.

I love it!
 
FYI - the default carrier and jet fighters are behaving normally. I'm still looking at the XML unitinfos (but I don't know what, if anything is missing).
 
I found the solution. In Civ4UnitInfos.xml, go to the entry for UNIT_BRITCARRIER and change SPECIALUNIT_FIGHTER into SPECIALUNIT_CARRIER. It's fixed for the next version.
 
Thanks, that fixed it! This is impossible though . . . not enough units to beat them. The Argentine's are building cities on E. Falkland (I took Buenos Aries).

My fleet is tough, lost the Cardiff though - the Argentine fleet has either retired to port or has been sunk.

Strange, no SAS unit, but 2 SBS units. No Air Corps but thankfully no Argentine Air Force or Exocet attacks.

All in all, very few flaws so far . . . Tech tree isn't working, the Engineer can't build improvements.

Fantastic map detail and I think the unit graphics are just fine.

I'm a big fan and I had fun for awhile - I'm sure the next release will be evn more fun.
 
Argentine's are about to re-take Teal. That's where those elements of the 6th Motorized Infantry Regiment went and the supporting Anti-Aircraft Battery; there's no way the Fleet can get there in time.
 
Thanks, that fixed it! This is impossible though . . . not enough units to beat them. The Argentine's are building cities on E. Falkland (I took Buenos Aries).

My fleet is tough, lost the Cardiff though - the Argentine fleet has either retired to port or has been sunk.

Strange, no SAS unit, but 2 SBS units. No Air Corps but thankfully no Argentine Air Force or Exocet attacks.

All in all, very few flaws so far . . . Tech tree isn't working, the Engineer can't build improvements.

Fantastic map detail and I think the unit graphics are just fine.

I'm a big fan and I had fun for awhile - I'm sure the next release will be evn more fun.

The SAS at the time of the start of the game were freezing themselves on South Georgia. Once we get the python working, they'll drop in as re-enforcements; one to Pebble Island, one to recon Mount Kent (near Stanley) and move to Port Howard. The AAC will be part of a similar event which lands an infantry brigade at Fitzroy when you capture it. The tech tree has been disabled until we can cobble something together

Also, the argies shouldn't be building cities. That's a major error in our code - stand by for a fix. Basically it came from using an old version of a file; the same thing that triggered the carriers problem - I should have noticed that then.
 
Okay, I've tried a couple of starts in order to gauge the accuracy of the British landings. I'm pleased to report that they went 5-5 with landing in or around San Carlos Bay.

I'm not entirely sure how the Tech Tree should play out. In my humble opinion, I belive the Tech Tree may not be needed at all or could be used for something like collecting $200 for passing Go (do you follow me?) or a surge in spreading British Ideology, or even some kind of espionage boost/success.

I just don't know, the promotion system is fine, not sure what else a Tech Tree could offer . . . again, an example could be French assistance with countering Exocet, the establishment of an "exclusion zone" which could increase the Fleet's viewing distance.

Nonetheless, thanks for making CIV IV fun again.
 
I'm currently debating whether to post the fixes to this as a patch, or wait a bit to do some harder work the release another version. Thoughts?
 
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