WW II December 1941

Here is a sugestion for u: at the start of the scenario no ship having ability to see invisible subs and nations would have to discover a tech that would allow them to see subs.

This was in a civ III scenario and it worked well. So I became very keen on the idea.

Tech xml doesn't help me there. It's not possible to suddenly see subs. Promotions don't bring a solution either. I got around it by making a few units that see subs. (fly boat and some patrol boats i think). But they have limited range of view or movement. So at the start it's hard to find subs.
Later on more and more units will see subs. More advanced silent subs (la class, virginia class) can't bee seen by most units. They are a different category (seeinvisibleII).
It still needs work in the late game. My focus is on wwII still
 
I got around it by making a few units that see subs. (fly boat and some patrol boats i think). But they have limited range of view or movement. So at the start it's hard to find subs.
My suggestion was actually to have no unit that could see Subs at the beginning of the scenario. But your idea is even better! :goodjob:

I am very anxious to try this out!
 
hi skyfire!!
any updates on this?
 
Yes academia. I hope it will be ready soon. Most wwII techs are done. I'm working on post wwII techs.
And i'm playtesting now but my computer is slow and crashing sometimes because it can't handle the large amount of units. I've scaled down the graphics so now its more stable. At the end of the week i'll install civIV on my new computer.

I'm still struggling with the speed that usa developes. I'm playtesting with 4 turns per month but it's developing too fast.

I have reduced sight to 0. This plays very interesting. You have to realy use recon units and planes to plan your advance.
Another thing i've put in is 3 different kinds of oil. Oil becomes a more strategic resource. All the basic units can be built with basic oil wich is present on large parts on the map or is replaced by synthetic oil.
Late wwII units and tank divisions must be built with oil II from medium oil fields. Workers have to build medium oil wells for this bonus and they are more rare on the map than basic oil.
Oil III is can be found in large oil fields. They are located in for example arabia, russia, canada and venezuela. It's needed to make late game units.

The fuel bonus is gone so you have to protect your oil fields from bombers and partisans or deeply penetrating units.

My key goal is to make the game a bit more tactical within the limits of the game ( and my modding skills :D ). Simply building a large army and go for it won't do the job. It takes planning, gathering intel and use the variety of units available.

That said, i hope the ai can handle it. At the moment i'm playing as germany, it's 1943 and i have advanced into russia. But my economy is bad and my research is falling behind with the allies so i have to slow down my advance and the allies are building strenght. Very interesting.

So i'll post a playable version asap.
 
great, good to know that you are making progress.

btw, i really like that oil idea. i´m in favour of putting some sort of restriction on the units production, based on different types of buildings/resources. so, all countries (mainly minor countries), can build basic units. but if you really want hi-tech stuff, you have to develop your country!

what´s your scope/depth for the post-ww2 tech tree? will it just reach today techs? or are you planning to add some extra "futuristic" techs?
 
what´s your scope/depth for the post-ww2 tech tree? will it just reach today techs? or are you planning to add some extra "futuristic" techs?
Maybe for a future update. My main goal is to finish the post WW2 techs and adding a handfull of units. Like the M1A2.
I'm working on the naval techs now. I'm making a difference between ski jump carriers and steam catapult carriers. Each with their own jet fighters.
And i'm tinking of adding different sort of missiles, like anti ship missiles(harpoons, onyx) and regular guided missiles for land based targets. Maybe some TOW anti tank missiles too for mechanized infantry.
 
Civ4ScreenShot0040.JPG Civ4ScreenShot0039.JPG Civ4ScreenShot0038.JPG

Screenshots from the renewed tech tree!
 
having a tech tree that spans until today sounds fine
keep up the good work :goodjob:
 
cool, i´ll take a look at the new version :goodjob:
 
I have reduced sight to 0. This plays very interesting. You have to realy use recon units and planes to plan your advance.
uh, i really dont like what you did here. i cant see what´s next to me?? makes no sense...
when sieging a city, I can´t see the enemy forces inside?
and when i take the city, i cant see if the enemy has units around it, ready to counterattack?
i always have to send an aircraft just to check what´s inside??? waste of units, from my point of view. morever, even when i use my planes for recon, i can only see one tile around me?
how many planes do i have to use then, to have a decent report of the enemy front?

i believe that this particular feature kills the scenario. i hope you are willing to change it back.
 
Hello academia,

The reason i did it is that it takes carefull planning and recon to attack. You can simply not rage into enemy territory. It is a counter to the commando promotion.

And in my opinion it makes the game a bit more realistic; The fogg of war!

There are a few things that can help recon enemy territory. Vehicles can have the recon promotion.
They have about 6 movement points so ceep a vehicle in evry major stack. The leadership promotion has a + 1 visibility too.
Spending enough espionage points makes the cities visible. Also sending spies won't hurt either. For an next small update i will give spies the recon promotion as standard.

Now for the planes, you have got a point. The amount of squares visible after recon is not what i had in mind. After the imagery intel tech i had a promotion for aircraft ready too but it made no difference after a recon mission. So that needs attention. On the other hand, it takes recources to get a good picture of the battlefield in front of you.

I hope i made clear why i made the choices. If you wish i can show you how you can easily undo the visibility restriction.
 
i also like the fog of war. i just feel that not seeing what´s in the square directly next to me, is unrealistic.

I hope i made clear why i made the choices. If you wish i can show you how you can easily undo the visibility restriction.
dont worry for that, i know how to change it ;)
 
ok tryin 0.9

I have reduced sight to 0. This plays very interesting. You have to realy use recon units and planes to plan your advance.

How do i change this?
 
For those who want i changed recon visivility to 2. So plane recon mission give you a better view.
I really think a visibility of 1 makes the game a bit harder to play. The ai isn't great so investing in recon is interesting.

Unpack the attachement and place it in the mods folder where WWII december 1941 already is installed and say yes to overwrite. It doesn't affect saved games.


View attachment WW II December 1941.7z

If people are interested i can post an attachement with default unit visibility +1.
 
Hi.

This is a really complex and promissing MOD! Well done! :goodjob:


I certainly like having a limit on Settlers and workers! But why to have all the units with a limit? I think I understand the purpose but having an economical restriction would be better than a physical limitation. You already have more advance units to cost more but maybe there are other things that can be done (example: the cost of building a unit would increase x% for each unit already in the game?). I must say that if there is one thing I do not like in this game is the limitation of number of all units. It seems... too artificial.


I would suggest to reduce the type of available units of the game. For instance, Germany starts with 9 (?) available Tanks to build. I think that it is too much, it does add to the game and just makes it unnecessarly more complex.


I do believe that the '0' sight idea is a good idea in theory. But I do not think it is very practical, specially in SinglePLayer. This game is already heavy and this idea force us to have more units and to do a heavy logistical work of scouting (which isn't very fun IMHO) so (unless there is a auto scout button that works real well) I do not think it adds to the game, on the contrary.


I would be interesting in trying this MOD in MultiPLayer. But for that it would help to have a different group and order of nations. Would it be possible to do it?
For instance if you could just change Italy with Turkey it would allow the following order:
- Germany, Italy & Vichy (0, 2, 44)
- England & France (3, 4)
- USSR (5)
- USA & China (6, 33)
- Japan & Thailand (34, 35)

Can you do this change? :please:
 
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