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World War II in the Pacific

Discussion in 'Civ4 - Modpacks' started by Gaius Octavius, May 18, 2007.

  1. Ambreville

    Ambreville Deity

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  2. Agent327

    Agent327 Observer

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    Hey guys, you're both right, right?:)
     
  3. Gaius Octavius

    Gaius Octavius Deity

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    You know, there is a separate History forum for these kinds of discussions... ;)
     
  4. Ambreville

    Ambreville Deity

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    By the way, the "aggressive stance" coding that you've recently added -- can it be easily ported to another mod without messing with its existing files (such as Dale's Combat Mod)?
     
  5. Gaius Octavius

    Gaius Octavius Deity

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    I put it in the Event python file, which triggers it at the start of the game or turn, so my answer is yes. Plus, considering that it's from Road to War, which Dale graciously pointed out to me, it's definitely compatible. :D
     
  6. Ambreville

    Ambreville Deity

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    Is it the CvWWIIPacEventManager.py file?
     
  7. Anzuruna

    Anzuruna Chieftain

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    wait, i just put the file in the mods section right?
     
  8. Arghis

    Arghis Warlord

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    Hi

    Congratulations for having adapted this great scenario !

    For those curious, i played War in the Pacific at the time of Civ3 and made some kind of AAR to illustrate a PBEM game done with Civ3DuelZone community. Perhaps you'll like it, just to have an idea of how it was or for seeing a full game played... Will try to find some time to play the new version :)

    Link => CDZ-WitP
     
  9. Ambreville

    Ambreville Deity

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    Hey, G.O. -- still alive?? :)

    By the way, I think I found something wrong in the cruiser stats. The combat rating of the cruiser is the same as the battleship (40), while its bombard rate is 16 (less than the destroyer's). Does this need to be updated?
     
  10. GeneralMatt

    GeneralMatt Emperor

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    How can the combat of a cruiser equal the Combat of a BB? That is weird..
     
  11. Ambreville

    Ambreville Deity

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  12. Gaius Octavius

    Gaius Octavius Deity

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    Yes, I am still alive. Reports of my hari-kari have been greatly exaggerated. ;)

    I do not see how the heavy cruiser's combat rating is the same as the battleship's; if I recall I upped the BB combat strength to 50 and set the cruiser's to 40. Did you check that first? :D
     
  13. Ambreville

    Ambreville Deity

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    Correct. Sorry about that. Dunno how I missed it. The bombard rate of the cruiser is the same as the destroyer's. Is this intentional?

    Did you upgrade the strengths of the ships to make it harder for aircraft to sink them?
     
  14. Gaius Octavius

    Gaius Octavius Deity

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    I think it had more to do with the relative strengths of each, i.e. a 3-4-5 ratio. Made it more balanced for combat, and close to the Civ 3 ratio, which was 1.5 to 1.

    Aircraft do proportional damage to ships, I think, so if you had the same plane attack a 100 :strength: vessel it would do 40 pts. of damage, whereas with a 50 :strength: vessel it would do only 20 pts.
     
  15. Ambreville

    Ambreville Deity

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    Got it. Thanks. It does make more sense. I ended up with 28-34-40 in my scenario. Same idea. I think that makes subs a bit too strong so I might go back to your values as well (sorry -- posted out of topic). :mischief:
     
  16. Gaius Octavius

    Gaius Octavius Deity

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    I think I did something really foolish when I "activated" Dale's aggressive warplan settings in my last update. I was playing around with the settings and seem to have forgotten to switch it back. :blush:

    Open up CvWWIIPacEventManager.py and look for the following section:

    Code:
    	def onGameStart(self, argsList):
    		'Called at the start of the game'
    		# display welcome message
    		self.parent.onGameStart(self, argsList)
    		dw.welcome()
    		for i in range(gc.getMAX_CIV_PLAYERS()):
    			self.doAIWarPlans(i)
    		
    	def onBeginGameTurn(self, argsList):
    		'Called at the beginning of a players turn'
    		self.parent.onBeginGameTurn(self, argsList)
    		iGameTurn = argsList[0]
    
    		# check for events
    		dw.checkGameTurnEvents(iGameTurn)
    		for i in range(gc.getMAX_CIV_PLAYERS()):
    			self.doAIWarPlans(i)
    
    	def onBeginPlayerTurn(self, argsList):
    		'Called at the beginning of a players turn'
    		self.parent.onBeginPlayerTurn(self, argsList)
    		iGameTurn, iPlayer = argsList
    
    		# check for events
    		dw.checkPlayerTurnEvents(iGameTurn, iPlayer)
    
    What you need to do is replace the functions above in the existing mod with the code I have just provided. See if that helps. :D :lol:
     
  17. cemo1956

    cemo1956 King

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    A fast question
    All those fine fighters. P-40, P-51, Spitfire, Zero, Wildcats.
    Have you not thought about making special carrierbased and landbased fighter different from each other.

    Then my question is how will one stop the Chinese to have any chance of making a Carrier. That would look stupid.
    I believe it´s in the Civ4CivilizationInfos.xml file that one puts what unit a special civ will have instead of the standard one. But what if you like to OMIT a unit from a civ ??
     
  18. Ambreville

    Ambreville Deity

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    I've never seen the Chinese actually build a carrier in that scenario, but if it bothers you, you can totally disable the Carrier unit for the Chinese in the CivilizationInfos xml file.

    Example
    Code:
    			<Units>
    				<Unit>
    					<UnitClassType>UNITCLASS_CARRIER</UnitClassType>
    					<UnitType>NONE</UnitType>
    				</Unit>
    			</Units>
     
  19. cemo1956

    cemo1956 King

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    Thanks Ambreville.
    That was the thing I looked for. How to omit a unit that everybody else could create.
    Don´t forget I´m very much a newbie with Civ4
     
  20. Peter1501

    Peter1501 Chieftain

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    very cool scenario! Keeps me surely entertained for a while!
     

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