WW2-Global

I have met unexpected problems in the work with WW2-Global:

I can not place more cities despite that the limit of 512 not have
been reached.
Hopefully there is solution to this problem.

Rocoteh
 
IarnGreiper -

Re "islands"

Your proposal was to

Add a new stategic resource, which is needed to build advanced units. Leave the old strategic resources in for added bonus.
This will solve the problem of adding stategic resources in the mother countries like oil wells etc. It will look neat (you can give it an empty icon) and the key nations will be able to build all units in their home country. All major industrial centers will have such a resource under the city


So let's say we put the resource in London. How do we deal with British owned islands like Malta? Does this mean we cannot build transports in Malta (perhaps realistic but how do I get my preplaced troops off Malta?

In addition what about places like Gibraltar.

Do we place these resources in Africa or not? If we want to limit production of armor, ships and planes to "industrialized areas" then we will need to signifcantly reduce cost in order to get enough units on the battlefield.
 
Rocoteh -

Two suggestions for next version -

1. Eliminate US airbase in Ireland - it was my idea long ago but never worked except for human players.

2. Establish embassies for all countries. After all this is 1939 (or 1941) so everyone had an embassy with everyone else - why waste resources to establish them?
 
Bob1475 said:
Rocoteh -

Two suggestions for next version -

1. Eliminate US airbase in Ireland - it was my idea long ago but never worked except for human players.

2. Establish embassies for all countries. After all this is 1939 (or 1941) so everyone had an embassy with everyone else - why waste resources to establish them?

Bob1475,

1. Yes I think you are right.

2. The reason to why I once removed them was to hold waiting time
between turns. With trade now restricted its possible that embassies
can be included again.

Rocoteh
 
Bob1475 said:
IarnGreiper -

Re "islands"

Your proposal was to

Add a new stategic resource, which is needed to build advanced units. Leave the old strategic resources in for added bonus.
This will solve the problem of adding stategic resources in the mother countries like oil wells etc. It will look neat (you can give it an empty icon) and the key nations will be able to build all units in their home country. All major industrial centers will have such a resource under the city


So let's say we put the resource in London. How do we deal with British owned islands like Malta? Does this mean we cannot build transports in Malta (perhaps realistic but how do I get my preplaced troops off Malta?

In addition what about places like Gibraltar.

Do we place these resources in Africa or not? If we want to limit production of armor, ships and planes to "industrialized areas" then we will need to signifcantly reduce cost in order to get enough units on the battlefield.

Maybe Rocoteh or somebody else has more information on this issue but I don t think the British navy has ever built a single ship in those places.
If this system is implemented it s easy to split into "Industry" and "HeavyIndustry", so basic units can be build everywhere, semi advanced weapons need the first resource and advanced weapons need both.

For me advanced units should only be build in places like the British isles, France heartland, Germany, Italy, the low countries, Russia, Sweden, North America, Japan etc.
We can maybe agree to give places like Singapore medium advanced weapon industry.
 
IarnGreiper said:
Maybe Rocoteh or somebody else has more information on this issue but I don t think the British navy has ever built a single ship in those places.
If this system is implemented it s easy to split into "Industry" and "HeavyIndustry", so basic units can be build everywhere, semi advanced weapons need the first resource and advanced weapons need both.

For me advanced units should only be build in places like the British isles, France heartland, Germany, Italy, the low countries, Russia, Sweden, North America, Japan etc.
We can maybe agree to give places like Singapore medium advanced weapon industry.
not sure if this answers your question or not but here goes...

for my TCW scenario, i removed the trade flags in the editor (allows Sea trade and all Air trade) and as a result, unconnected locales like islands or newly captured terrain on a foreign continent can not build the heavies. instead, only the locations that have access to the required resources can build said heavies.

now, for example, i made sure to put an oil resource under the single tile UK city of Scapa. i did this so that the UK position can build sea units there (oil is the sole requirement). i also had to make sure that 'seperated' civis like the Arab League (suez is a sea tile~not connected to ME) had all of the required resources within their borders.

of course, one can add in a SW or whatever that allows the aforementioned trade flags. as such, it would allow a human player to sort of select where to be able to build their heavies despite not having direct access to said resource. i've named this SW "Overseas Trading Compnay" and allows for "Air Trade" and "Sea Trade" thus bringing in the said resources. i'm not sure how the AI would or has handled this but it gives the human player a really nice option to 'import'.
 
IarnGreiper said:
Maybe Rocoteh or somebody else has more information on this issue but I don t think the British navy has ever built a single ship in those places.
If this system is implemented it s easy to split into "Industry" and "HeavyIndustry", so basic units can be build everywhere, semi advanced weapons need the first resource and advanced weapons need both.

For me advanced units should only be build in places like the British isles, France heartland, Germany, Italy, the low countries, Russia, Sweden, North America, Japan etc.
We can maybe agree to give places like Singapore medium advanced weapon industry.

IarnGreiper.

I do not think for example that production of heavy naval units
should be allowed in Africa. How the new system shall work remains to been.

I want to analyse this more. What you say about locations for production
of advanced weapons sounds OK to me.

Rocoteh
 
i tried waiting for 15-20 minutes and it just quited to the desktop. I am pretty sure i have the english version i bought it in canada.

i suspect 1 thing. do you need any patches to play this game???
 
Tommy1234567890 said:
i tried waiting for 15-20 minutes and it just quited to the desktop. I am pretty sure i have the english version i bought it in canada.

i suspect 1 thing. do you need any patches to play this game???

Tommy1234567890,

You need Patch 1.20.

Rocoteh
 
thanks i'll se if it works now
 
El Justo said:
not sure if this answers your question or not but here goes...

for my TCW scenario, i removed the trade flags in the editor (allows Sea trade and all Air trade) and as a result, unconnected locales like islands or newly captured terrain on a foreign continent can not build the heavies. instead, only the locations that have access to the required resources can build said heavies.

now, for example, i made sure to put an oil resource under the single tile UK city of Scapa. i did this so that the UK position can build sea units there (oil is the sole requirement). i also had to make sure that 'seperated' civis like the Arab League (suez is a sea tile~not connected to ME) had all of the required resources within their borders.

of course, one can add in a SW or whatever that allows the aforementioned trade flags. as such, it would allow a human player to sort of select where to be able to build their heavies despite not having direct access to said resource. i've named this SW "Overseas Trading Compnay" and allows for "Air Trade" and "Sea Trade" thus bringing in the said resources. i'm not sure how the AI would or has handled this but it gives the human player a really nice option to 'import'.

El Justo,

I think your national resources in TCW is a very interesing idea.

It should be possible to use the system in WW2-Global also.
I intend to use it for units.

BTW: That should maybe be a way to go in TCW. For example a
special F-15 national resource that US trade to a Third World Civ
for 20 turns.

Rocoteh
 
i installed this patch Conquests v1.22 Full Patch (All languages, 24.3 MB): Will this one work aswell???

i tried it and still no luck.

it frezes when it gets to "configuring scenario"
 
Tommy1234567890 said:
i installed this patch Conquests v1.22 Full Patch (All languages, 24.3 MB): Will this one work aswell???

i tried it and still no luck.

it frezes when it gets to "configuring scenario"

Tommy1234567890,

It should work with v1.22.

It is possible that you will have to wait 25-30 minutes when
"configuring scenario" have started. How much RAM do you have?

Rocoteh
 
Rocoteh, trade flags were removed to make it faster. However an interesting idea: What about giving the Palaces the air trade flag? And several national war industry resources. I mean for ww2 you need German Luftwaffe 1 tech to build as foreigner Me 109 fighters and British Sea 3 to build KGV class. However to prevent Germany is building huindreds of KGV (which is silly if you can build H class BB) you can set a unit buildable to the allies only. This works the same for TCW. I mean the nations should still be able to build only the weapons they had, genereally. But what about Japanese F 111 or French Leopard or German AMX 13? With the certain tech and resource it would be possible. Another discussion would be what about captured resource squares, but that should be discussed later.

Adler

P.S.: AFAIK there will be no city limit in civ 4. About civ 3 I would also be keen to knw, how to eliminate that problem.
 
Adler17 said:
Rocoteh, trade flags were removed to make it faster. However an interesting idea: What about giving the Palaces the air trade flag? And several national war industry resources. I mean for ww2 you need German Luftwaffe 1 tech to build as foreigner Me 109 fighters and British Sea 3 to build KGV class. However to prevent Germany is building huindreds of KGV (which is silly if you can build H class BB) you can set a unit buildable to the allies only. This works the same for TCW. I mean the nations should still be able to build only the weapons they had, genereally. But what about Japanese F 111 or French Leopard or German AMX 13? With the certain tech and resource it would be possible. Another discussion would be what about captured resource squares, but that should be discussed later.

Adler

P.S.: AFAIK there will be no city limit in civ 4. About civ 3 I would also be keen to knw, how to eliminate that problem.

Adler,

Yes I think what you say here sounds very good.
I have been thinking in this way myself. It should be possible
to use the national resources as you describe above.

On the city limit: When I estimated placed cities to about 400
it was wishful thinking. I have now counted and the 512 limit
have been reached. What I know there is no way to go beyond
that limit. It does mean problems and I must now find cities to remove
so I can complete the map.

Rocoteh
 
I think the development of more specific resources to ensure industrialized production in certain areas makes sense. I still want to note that accordingly we will need to lower production costs in order to generate enough units for battles or buildup(USA). I think the exchanges of the group are leading to a better and more realistic scenario.
 
Bob1475 said:
I think the development of more specific resources to ensure industrialized production in certain areas makes sense. I still want to note that accordingly we will need to lower production costs in order to generate enough units for battles or buildup(USA). I think the exchanges of the group are leading to a better and more realistic scenario.

Bob1475.

Yes production shall result in a flow of new units that as far as
possible should reflect the quantity of forces that were present during WW2.

Rocoteh
 
Rocoteh said:
El Justo,

I think your national resources in TCW is a very interesing idea.

It should be possible to use the system in WW2-Global also.
I intend to use it for units.

BTW: That should maybe be a way to go in TCW. For example a
special F-15 national resource that US trade to a Third World Civ
for 20 turns.

Rocoteh
Rocoteh,

yes, Klyden has incorporated this for the MP version which has several 'unconnected' locales among the 8 positions.
 
Back
Top Bottom