WW II December 1941

No, i will include it if i have a bigger update. The update is a very small file.

Got it!
I think there is a problem with USA leader. In 1914, game crashes when:
1. Choose to play with USA
2. Open diplomacy window with USA
3. USA opens diplomacy window with me
 
Why is it that railroad allows 4 tile movement, while highway 5?


For 1939 map:

Rabaul has to be Australian, not Dutch.

Tabriz has to be Iranian, not Soviet.

What American Division owned by Great Britain does in Scotland in 1939?
 
Why is it that railroad allows 4 tile movement, while highway 5?

It is meant as an upgrade. See it as mass transit, rails an highways together without the coresponding graphics.

Rabaul has to be Australian, not Dutch.
Tabriz has to be Iranian, not Soviet.

Thank you.

What American Division owned by Great Britain does in Scotland in 1939?

Don't know? Is it there? I'll fixit in an upgrade later on :)
 
skyfire! I was looking for solid and playable WW2 mod for a very long time, played Road to War series, 1939 Mod and others, but something would often leave me unsatisfied. I am amazed with your effort and humbly ask you to keep up with the great work.

As a personal advice -- instead of adding new 1943 scenario or whatnot please try to polish the existing ones, especially 1939 one. I don't want to sound pedantic but map still requires a lot of work. Every single city needs to be reviewed to have more or less accurate religion, for example. How can Medina have Shia Islam only? Muslims would go crazy if they see that. Or Greece with regular Christianity instead of Orthodoxy, and Thessaloniki as capital instead of Athens. Sunda strait is badly missing, I would move Batavia 1 E and create a coast tile in the place of Batavia. Communist China flag needs to be replaced by Nationalist China, communists only controlled their northern stronghold during the entire WW2 (or Sino-Japanese war). I think some units trickle from 1941 scenario into 1939, like Malaysia Task force "ship". There were no Bogd Khanate in 1939. The Mongolian Revolution of 1921 was a military and political event by which Mongolian revolutionaries, with the assistance of the Soviet Red Army, expelled Russian White Guards from the country, and founded the Mongolian People's Republic in 1924. Although nominally independent, the Mongolian People's Republic was a satellite state of the Soviet Union until 1990. Tibetan independence supporters claims the period of 1912-51 as Tibet's "de facto independence", although most countries of the world, as well as the United Nations, recognized Tibet as a part of the Republic of China. Nanking was captured in 1937, two years before the scenario starts.

I mean, we can go on and on, but if you just carefully review the map you will discover all the important errors by yourself. World War requires good World Map! :)
 
I am amazed with your effort and humbly ask you to keep up with the great work

Thank you very much. I had the same feeling with most other 1939 mods. It started as a hobby for myself but at one point i thought, this is too nice to just play for myself haha.

instead of adding new 1943 scenario or whatnot please try to polish the existing ones, especially 1939

At this point i'm not adding a new scenario. A 1943 scenario does not add anything new right now. Maybe much later a cold war scenario (1946 or 1960). But as you say, the old ones need polishing.
I you ceep giving me feedback i'll ceep polishing. Religion is not my strong point, so if you see more inaccurate religion, please let me now.

As for the communist flag, it was a post ww2 war decision. I lack the modding skill to start a revolution on the map so my thoughts were to already make china communist. I RtW both China's are on the map and the Nationalist always kick communist butt. For the 1939 scenario i will change the flag.
 
There are 3 important abilities that units in this scenario lack.

1. Range bombardment by artillery and large battleships. Artillery was a devastating force in WW2, and BTS designers got it wrong crafting them as suicide units. isenchine knows how to add this ability to art. units (fairly simple trick in XML, no dll change required). Because this enables art. units to exert damage with impunity all art. units need also "Counter-battery fire" ability, selecting art. units first in any range bombardment.

2. Certain planes, especially those with Naval bonuses must have 100% damage ability to actually sink ships from air. For example one cannot sink a single ship by bombarding Pearl Harbor.

3. Certain bombers have to be able to destroy buildings in the city when they are reducing their defenses. Some mods, like 1939, invent too many different button for different tasks, I would say having a chance to collaterally destroy a factory while running regular decrease defenses mission would be a more elegant way to represent strategic bombing of Germany by allies.
 
Well, as for part 1:

Thank you for the tip Tigranes, with help from isenchine again i got it working.:thumbsup:
This will certainly add to the mod. It will take me some time though to balance the strength for all the artillery and naval units.

Part 2: It is a problem indeed. you can only finish off units with fighters at this point. I chose for it because bombers become too powerfull. Against naval units it is realistic but for land units it is not. maybe setting naval bombers with -100% against land based units and vice versa. I'll consider it. Let me know what you think of it.

part 3: I guess your thinking of adding the dcm mod. That would be nice but out of reach of my modding skills :sad:. i agree it would be a fast improvement to the mod.
 
Did you upload new changes, my friend?

2. Naval bombers representing torpedo bombers should naturally have -100% for land targets. Lets
see if we can sink few ships as Japan during the first turn of 1941 scenario ;)

3. I was sure there is a modular version of dcm somewhere. RtW use it, 1939 uses some buggy version of it and Pacific war scenario use it (did you check that one? one of the best WW2 works outthere).
 
Great news! :goodjob:

Last time I forgot to mention one obvious problem: in Dec 1941 scenario (both versions) Japan player starts at war with USA and GB. This is accurate but because USA and GB players play first it is Japan that is being attacked in 1941, not the other way around! I suggest to start them at peace, and then use Python command to force Japan to declare war in BOTH versions. Even in non-permanent war/peace version it can be very annoying for Japanese human player to sit and observe how British Freighters attack Japanese Heavy Cruisers. By the way, can we make Freight defend only units? AI is misusing them anyway, and legitimate freighters usually never attacked in real war.

Somebody named Great Artist -- Rolling Stones :lmao: Mick Jagger, anyone? Very appropriately he was born during the war year of 1943, by the way ;)

We also have larger problem of planes not being able to attack ships in port. To test the whole issue I suggest you to recreate the whole Perl Harbor attack. Naval torpedo bombers only end up damaging land units to certain degree, It is currently impossible to sink a ship in port. While we are there -- something really silly happened with the names of all the US ships -- they are named HMS, and not USS. There are no Majesties in America! :)

Nanjing mistake was not corrected, again, it was captured in 1937, but even in 1941 it still shown as Chinese capital :(. Chongqing was a municipality of the Republic of China (ROC) administration, serving as its wartime capital during the Second Sino-Japanese War (1937–1945). Any lack in changing their flag?

I strongly recommend to take a look at War in Pacific excellent scenario/mode. Very smooth work of art, you may end up playing it for days instead of modding :lol: They have Nationalist Chinese flag and overall accurate initial situation. Even if you don't end up using DCM integrated in that scenario, it still can provide you with valuable pointers.

For some reason Japan starts at war with Iran in 1941.
 
Japan that is being attacked in 1941
isenchine already gave me a python code to deal with that. it will take me some time to put it in correctly

Somebody named Great Artist -- Rolling Stones Mick Jagger
:lol:

We also have larger problem of planes not being able to attack ships in port
Nope, i don't think it will be in the near future.


named HMS, and not USS.
ha, never noticed, left over from the original mod from dacubz

Nanjing mistake was not corrected, again, it was captured in 1937, but even in 1941 it still shown as Chinese capital . Chongqing was a municipality of the Republic of China (ROC) administration, serving as its wartime capital during the Second Sino-Japanese War (1937–1945). Any lack in changing their flag?
It slipped my mind, i'll take care of that in an update. ( i hope ;) )

you may end up playing it for days instead of modding
Haha, that's usually my problem. I love playing more than modding
Just downloaded the mod.
 
1914 Scenario, while playing with Portugal:

1. Missing palace in Lisbon and Madrid, makes them the capital;
2. What do you think about portuguese Goa in India? Its too damn white;
3. City names: Jakarta to Batavia, Kalinigrad to Königsberg;
4. In the Short Civ description, I see Porgual. Should be Portugal :p
5. Maybe culture should be re balanced. Macau and Maputo are always in revolt . I also suggest to replace Chimoio by a bigger city Beira, moving 1 tile east.

Another thing: I just made Portugal a World Super Power! How? CORPORATIONS! Just took 200 turns, +/- 15 years.
In the beginning it was my goal to have the maximum corporation possible.
Build all 8 Stock Exchanges and Banks to get the Federal Reserve. Then Great Entrepreneurs, then Corporations in your Federal Reserve city!!
It was quite impressive the amount of :culture:, :gold:, :hammers:, :science: and :food: you can get!
Civics: Democracy, Federation, Internationalism, Capitalism and ofc, Total War.
Then, I have to get hands on Internet to get Large and Extra Large Countries technologies. Looks simple, but it took some time and good diplomacy skills to avoid war during transition period.
 
Spoiler :
1. Missing palace in Lisbon and Madrid, makes them the capital;
2. What do you think about portuguese Goa in India? Its too damn white;
3. City names: Jakarta to Batavia, Kalinigrad to Königsberg;
4. In the Short Civ description, I see Porgual. Should be Portugal
5. Maybe culture should be re balanced. Macau and Maputo are always in revolt . I also suggest to replace Chimoio by a bigger city Beira, moving 1 tile east.
Thank you for noticing :thumbsup:

Another thing: I just made Portugal a World Super Power!
Nice!!!! :bowdown:

Playtesting Soviets (1941 scenario) again at the moment to see what range bombardement does. At the start i got dissapointed. The nazies weren't giving me a hard time at all. Armored divisions didn't participate in the attacks. Artilley attacked normal, not ranged.

I kicked the nazies back to the border of poland and romania very easy and fast. Although i'm a cautious player normally cept steaming forward.
At that point finally i got in some serious problems for the first time playing the scenario with any Civ. My partisans were discovered and destroyed before i could do enough damage to the routes to stop them from rolling in divisions.
Lucky for me i have enough artillery in place to slow them down and not kicking me back. Although they are not gaining territory (yet) the ai is finally giving me some challenge.

Savegame:


In the 1939 scenario, the ai does not handle Germany very well. It takes them way too long to take Poland and after that the rest of europe before dealing with the Soviets.

I'm thinking of reducing the combatlimit for artillery from 10 (that's already very limited) to 1 or zero to force the ai to use ranged bombardement.
 
1

Another thing: I just made Portugal a World Super Power! How? CORPORATIONS! Just took 200 turns, +/- 15 years.

How was the in between turn lag for you? I can't imagine how much time one needs to play 200 turns with such a busy map.

I'm thinking of reducing the combatlimit for artillery from 10 (that's already very limited) to 1 or zero to force the ai to use ranged bombardement.

What does combatlimit do, again?
 
How was the in between turn lag for you? I can't imagine how much time one needs to play 200 turns with such a busy map.

Well i have a I7 laptop, it takes +/- 2 min
It is lag that anoyes me, but the amount of cities and units u have to manage, as your empire grows. And i dont like to turn automatic production, otherwise cities will spend all the time constructing Steel Mils :/
 
Regarding 1914 scenario:

1. Playing as Austria, where the hell can i find Oil? The closest is near Banghazi :/ Maybe u should change one of those Oil II near Chisinau into Oil. I am going to control those 2x Oil II, but I cant even construct a Truck! lol

2. War declarations are not synchronized. Its June 1916 and Italy didnt joined the war yet.

3. Maybe you should add some wealth to Austrian cities (eg: Banks). I have research at 0% and i am still loosing money :/ It was easier to build Federal Reserve with Portugal than Austria
 
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