WW2-Global Unofficial v2.7 Graphics Update

Real Coastal Forts like present day Sealand would be more appropriate.
 
Real Coastal Forts like present day Sealand would be more appropriate.

Sealand:

Sealand.jpg

Yes that would be nice. I have come up with an alternative that will be easier to put together that should look ok, using one of your graphics in fact wyrm, that I will partially modify (if you don't mind).

Tom
 
I can't imagine anything of mine that would fit.
 
Well, Britain did have a wide variety of coastal defenses. But I suppose the simpliest way to signify this, as well as to keep it from being too much of a distraction, would be to place a coastal gun battery with the graphic slightly closer to shore. I'll test it out and see how it looks and post a picture.

EDIT:
Here is what I threw together really quick. Just to see if this looks better. I believe this was your coastal gun Wyrm, I simply added some shoreline surrounding it instead of being on a grassy upward hill. And I will modify the position of the graphic on some of the flc's so that way they 'attach' to Britain's coastline, and then go from there to see if it looks alright (may also modify the graphics to make the surrounding coastline attach to Britain's actual coastline in a more regular looking fashion). It may not have been a WW2 British coastal gun (can't really be sure) but I believe it serves the purpose well enough.

CoastalGunTEMP.jpg

For the other Fixed Coastal Defences that are not close to land, I may take the shore out, and make it as a cement pillar in the water, similar to how the Sealand is, just not high up like that. Perhaps have some waves around it or something.

Tom
 
The game doesn't work: i have a TECH1941 error or something like that...

Am i correct that i only have to download the 2 links you have provided, or do i also have to download the orriginal files???
 
The game doesn't work: i have a TECH1941 error or something like that...

Am i correct that i only have to download the 2 links you have provided, or do i also have to download the orriginal files???

Did you download the large 477 MB file from StormOverCiv? I sent out a working copy to a few people a couple weeks ago, but that wasn't the fully finished version (although at that time, I thought it was, so I apologize to those). The tech1941 error is from the mod looking for that tech icon graphic which is located in the WW2-Global/Art/Tech Chooser/Icons folder. Msg me back and let me know if you downloaded the 2 files provided at the storm over civ link above. Also, you must have Conquests, and you must make sure the WW2-Global folder (once extracted from the zip) is in your CivIII/Conquests/Scenarios folder.

Tom
 
Yes i have downloaded the main file + BIQ's from stormoverciv.
The exact error is: TECH_LightLand1940, missing entry...
And it is indeed missing :)
 
For some reason the .BIQ file is not finding that entry in the pediaicons.txt file. It is included in the large 477MB file called 'WW2-Global-FILES.zip'. Do you still have this .zip file? If you do, try un-zipping it again, copying the WW2-Global folder in that zip file and pasting it in your CivIII/Conquests/Scenarios folder again. If you have a WW2-Global folder in your scenarios folder already, you would need to make sure you either delete that folder first, or when you paste over it, to make sure you replace all and any files if Windows asks. Most files are updated and it sounds as if the pediaicons.txt file does not have that entry in there (may be an old pediaicons file still in there for some reason).
 
SORRY TO BE AN IDJIT, look forward to this big time.

But the downloads are similar to the orginal yes, not simply a new art/text file download. Therefore the big download, then the BIQ file, yes?

And the no raze patch is already in there?

Tons of hard work from you, Tom2050, thank you!
 
looks awesome! I'll download it when I get the chance.

PS - was it just me, or did the 88 gun get re-sized? Looks smaller than it did before
 
looks awesome! I'll download it when I get the chance.

PS - was it just me, or did the 88 gun get re-sized? Looks smaller than it did before

Yes, it is a different version of the 88 graphic, slightly smaller, but has a bit more animation to it. :p Wyrmshadow made that great unit (and probably the original also, although I am not positive).

Tom
 
Yes, it is a different version of the 88 graphic, slightly smaller, but has a bit more animation to it. :p Wyrmshadow made that great unit (and probably the original also, although I am not positive).

Tom

Yes, both. I think the original might have been pointing the wrong way when it fired. Also it was far too large.
 
Hi,

some questions:

What are your plans for further developments?
Are you also going to change units/strenght for gameplay reasons?
Will there be different scenario's for different country's to play? (For example playing as Italy is a though job, but the AI makes it even harder. A stronger Japan/Germany would increase the chances for Italy to survive)
Do you need any help thinking/testing these plans?

I love this mod, and want to revive it as much as possible ;-)
 
Well, this mod belongs to Rocoteh, he is the mastermind behind it. I asked him prior to doing this unofficial graphics update if he was okay with it, and he agreed. I am still playing around with a few things to see if I can't somehow get the US to build more ships. The reason I believe Britain builds so many is due to the fact that Germany has 800 defense mines (and lots of them) sitting right next to Britains capital. With this in mind, I have been doing some testing to see if I cannot use this similar method (but hidden) to make US build lots of ships. It may also be the fact that some civ's have different personalities that is 'hardcoded' into the game. I have verified, that: seperating North America from South America has no noticeable effect, and blocking off northern Canada (where US sends alot of troops to, to grab goody huts) also makes no difference in US naval builds. Giving all US cities across the globe ability to trade resources makes no apparent difference, so my last guess is nearby naval threat level (MINES!).

I don't have any plans for development since it's not really my place to do so. Although I have started not too long ago filling the gap with more units (mostly all the units that have graphics created for them by all the fantastic unit creators out there). But as far as releasing anything that is strictly up to Rocoteh.

There are some interesting aspects that I have found. Such as this:
There is obviously a difference between Tank Destroyers and Assault Guns (a somewhat large difference), although some became blended such as the StuG IIIG which became a rather deadly TD. Assault Guns are more infantry support vehicles, which I have had some initial success getting the AI to make these vehicles act as an infantry support vehicle many times (with only minor changes). The AI may have them run along with tanks also, but it also has them tag along with infantry many times, thus helping them to protect the infantry, and also providing indirect fire with ZOC and defensive bombardment, but not being tank killers such that Tank Destroyers have the job of doing. Opens up some interesting new possibilities of tactics with infantry and makes the AI look like it's a genius.

I'm really just doing this because I think this is one of the coolest mods ever developed. As I go, I'm building off the stats off units already in the game, and I've put together a database of statistics for tanks, artillery, TD's/Assault guns, AA's, half-tracks, SPA, etc to measure what their values should be depending on stats, as well as actual battlefield success, industrial capacity of that nation, etc, and if the AI will use them well, or build them. (I've dug up all the tests I did on AI unit builds, as well as what others have discovered from back in the day).

I haven't heard from Rocoteh though in some time, he said he was going to be away from any Civ3 projects for some time while he recovers. I wish him the best and look forward to hearing from him again.

Tom
 
Yes, both. I think the original might have been pointing the wrong way when it fired. Also it was far too large.

Actually while I was playing, I noticed the one I used fires the wrong way. It is easy enough to fix though, I fixed the fire direction for the katyusha rocket that did something similar earlier since I noticed that when I added the graphic in. If you want I can send you the corrected attack flc.

EDIT: It's fixed, fort and attack flc's were corrected, now fires in right direction... I'll send em to you if you want them.

Tom
 
Actually while I was playing, I noticed the one I used fires the wrong way. It is easy enough to fix though, I fixed the fire direction for the katyusha rocket that did something similar earlier since I noticed that when I added the graphic in. If you want I can send you the corrected attack flc.

EDIT: It's fixed, fort and attack flc's were corrected, now fires in right direction... I'll send em to you if you want them.

Tom

You're supposed to ROTATE for attack. Then it fires properly.
 
That's how it's supposed to look. I'm not going to repeat myself again.
 
Well what happens is that if a unit attacks from the Southwest, the gun fires to the West, which did not seem to be in the correct direction. This is with Rotate for Attack selected. But didn't mean to offend you, and I didn't even realize it did that until you mentioned it earlier. Perhaps it's just my Civ3 game is corrupt and not rotating units.

Tom
 
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