World War I

Player 0 Germany
Player 1 Austria-Hungary
Player 2 Ottomans
Player 3 Russia
Player 4 France
Player 5 Great-Britain
Player 6 Italy
Player 7 USA
Player 8 Serbia
Player 9 Bulgaria
Player 10 Romania
Player 11 Belgium
Player 12 Spain
Player 13 Sweden
Player 14 Greece
Player 15 Denmark
Player 16 Netherlands
Player 17 Portugal
Player 18 Rebels
 
Spotted an American convoy. Dunno where they are headed though.
 

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I think it is pretty cool how in this mod Americans actually travel before they arrive in numbers. Units appearing from nowhere always bugged me.
 
See this post in the WWI Scenario thread to read the changelog so far for the next release. I hope I did not forget things. Your comments are welcome!

In any case, I'll wait for the end of this game to release the new version.

PS: Post updated...
 
Thanks to the old lad Lawrence, British receive more irregular Arabian troops.

Still no Americans on the shores of France...
 
Should take them 2-3 turns to go round Spain.

lol they probably going to attack the Rebels in Africa first.
 
Hi there,

Interesting game, indeed! I saw the recent list of changes of isenchine that incorporate a lot of input from this game. In particular, the PG issue and its interesting effectiveness change over time - first increasing, then declining as counter-measures were found.
They all seem very well thought out and should enhance the gameplay even more. One thing I noticed while playing, vs the silly AI admittedly, is that as Germany I have a big advantage because of the forts' ability to station 4 planes and the full Spanish Armada ;)
Is that something that is noticeable in your experience? I think this way an invasion launching against the British Isles will be much easier even against human players. Any thoughts on this?
 
Hello and welcome to the forums! [party]:band::beer:

Using forts instead of port cities on French coast is indeed a good idea. But in the light of British navy domination it is very hard to attack ANY port city or assemble many ships in one coastal tile. What this game needs is Marine unit.
In this game I have captured Cairo but Alexandria was another story. This is all in case of human opponent, with AI you can just push and push :)
 
Remember Gallipoli. I quote Wikipedia here:

Code:
Russell Weigley has written that analysis of the (Gallipoli) campaign before
World War II led to "a belief among most of the armed forces of the world" that
amphibious assaults could not succeed against modern defences and that arguably
this perception continued until the Normandy Landings in June 1944
despite some successful examples of amphibious operations earlier in the war,
such as those in Italy, and at Tarawa and in the Gilbert Islands in the Pacific.

I just read that yesterday preparing a Gallipoli event... ;)
 
I meant a little bit different operations. Land army is besieging port, ships go into port tile and shell land army 1 tile inland. How realistic is that? Capturing port from LAND is hard without navy.
 
ILN0-1916-1216-0012-001-005.JPG
 
(...) Land army is besieging port, ships go into port tile and shell land army 1 tile inland. How realistic is that? (...)

We've been through this before, see my post 350 in main thread: "About dreadnoughts, I meant range attacks on land units. Sometimes they could wipe out the army in a city and your least good units could conquer the city without a serious fight. Now the limit of range attack is set at 65%. This is not a question of realism but rather of gameplay."

I can lower this limit if it is felt necessary.
 
I have no issues for tiles adjacent to the coast tile being shelled by ships. But port tile is unique as it is accessible by both land and water units. And from there water units can shell further inland, the tile that may not even touch water. Is there any Python function that would disable this possibility completely?
 
I'm afraid not. This would be better handled by the dll since the ranged bombardment code is there. One day maybe... but then the scenario would be too big to be hosted here in the database.
 
The last stronghold of Russian Empire -- Tbilisi -- was captured by victorious Ottomans! Also Turkish Submarine was able to sink HMS Neptune!
 
Hi tigranes,

And thanks for the warm welcome :):bowdown::woohoo::hatsoff::hammer2::clap:
Looking forward to some good games with the members of this forum :)


Hello and welcome to the forums! [party]:band::beer:

Using forts instead of port cities on French coast is indeed a good idea. But in the light of British navy domination it is very hard to attack ANY port city or assemble many ships in one coastal tile. What this game needs is Marine unit.
In this game I have captured Cairo but Alexandria was another story. This is all in case of human opponent, with AI you can just push and push :)
 
I'm afraid not. This would be better handled by the dll since the ranged bombardment code is there.

When I say no, my mind continues to think...

I found a Python Callback 'cannotHandleAction' but could not make it to work. Checking other mods, I found this note in Final Frontier, from Jon Shafer himself!:
Code:
# None of this actually works because for some reason
this function always gets passed a null plot.  Maybe I'll fix it one day.

Then, I reverted to the CvMainInterface and it works with some setbacks:
- the action button is greyed out (good)
- I had to disable the shortcut KB_A (not so good but it was still working independently of the button)
- it probably doesn't affect the AI (interface solution only - good enough?)

Maybe one day I'll find a better solution.
 
To our mutual surprise Jon actually reads his old threads and even comments sometimes! Perhaps we could re-post the discussion there. If by "interface solution" you mean good for human players only -- at least it can be used in PBEMs. AI is less effective in defense anyway, unlike humans they even leave ships in ports which are about to be captured.
 
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