WW2-Global

1) That's what happens when you have huge scenarios like this. Nothing's wrong just be thankful you don't have one where the in-between turntimes are 10-15! :)

2) Sorry, no ideas on this one.

PS) I would almost guarentee it but I'm not familiar w/ the differences between the two so I guess there's a possibility depending on what Rocoteh added/changed.
 
Second - only a few of my cities are producing units! All the Japanese 'home island' cities, plus Korea, Dalian, and the nearest former Soviet cities are actually producing units. Every city produces improvements (barracks, etc) just fine, but only a handful of cities is actually producing military units (or even workers). I get the pop-up in each city that SAYS a unit has been produced, but no unit appears.

There is an absolute maximum of units that can be in the game at the same time. When this number is reached you will still get the message for completed units but none will be completed.
As there is war all over the world surely some units will be destroyed every turn. This number of destroyed units can be build until the limit is hit again. I suspect that the first cities which are calculated build the units because the limit is not reached yet again, but the later ones cant finish any more units.

As this is a very huge scenario with a lot of cities there is a high probability of reaching that limit somewhere in the game, even though there is constant war, especially if you have played a large number of turns.

Could that be your problem? Perhaps you could have an eye on the order of cities giving completion messages, so you can see if those which indeed complete units are the first to show up.
 
PS -
I'm sure that if I download 2.5, I won't be able to play my saved 2.4 game at the higher version, right?

My guess is that you would be able to play your old save games, but none of the changes implemented in 2.5 would be present in those games.
 
All -
Help! I'm having a problem that I hope somebody can at least explain to me, if not give me some idea how to correct it -
I'm playing a Version 2.4 game, at Warlord, as Japan. My Civ 3:Conquests is patched to v1.22.
Two issues - one, a nuisance, the second a real problem -
First, at the end of each turn, the game seems to 'stick' or hang up, and it can take 1 or 2 minutes after I hit ENTER or the spacebar for the turn to move forward. Not a killer, but a nuisance.
Second - only a few of my cities are producing units! All the Japanese 'home island' cities, plus Korea, Dalian, and the nearest former Soviet cities are actually producing units. Every city produces improvements (barracks, etc) just fine, but only a handful of cities is actually producing military units (or even workers). I get the pop-up in each city that SAYS a unit has been produced, but no unit appears.

I'm all the way up to Week 11 in 1945, so I'll be freakin' sick if somehow I have to try to finish out the game in this state.

Any thoughts/suggestions?
Thanks!

PS -
I'm sure that if I download 2.5, I won't be able to play my saved 2.4 game at the higher version, right?

somdnole,

1. In fact you have a very fast computer.
Waiting time is 10 minutes on my computer bought 4 years ago.
(2 GB RAM and 3 GHz)


2. I would not rule out that its a bug within the Civ 3 game-engine.

Some days ago I detected such a bug (What I know never reported)
when I playtested my personal mod of the Civ 3 epic game.
The Mongols had declared war against me.
Their main force consisted of 500x Musketman units and
60x 1800 Line Infantry units.
Espionage told that all the Mongol cities were producing 1800 Line Infantry.
However no such units were ever produced!
AI was out of gold (Stilll it allocated 50% to research) so probably
all new units were disbanded when they had been produced.
One must describe the above as a severe bug.

On the saved game:

You can continue it but not with the 2.5 changes.


Rocoteh
 
Thanks for the quick feedback, againsttheflow, Stazro, Uncle Ted, and Rocoteh.
I suspected the 'absolute maximum number of units allowed' condition. I'm going to run a test, where I put my home cities on WEALTH, and see if cities outside my homeland produce units. (I'm kinda also wondering if the fact that my home and close-to-home cities produce, but my further cities don't produce might in some goofy way be tied to corruption. But then again, all my cities produce city improvements, so who knows....)

As far as the between-turns thing - shouldn't I also be able to scroll around the map with the cursor after my last unit moves, and before I hit ENTER/spacebar? What I'm seeing at the end of a turn is my machine basically locking up for a couple of minutes before it rolls forward to the next turn. Believe me, I am NOT complaining about the time between turns!! This mod flies between turns, given the size of the map and the number of civs and units involved!!
Thanks again for the quick responses!

I'm actually looking forward to finishing this game and moving on to 2.5. I have this masochistic desire to try my luck as France......
 
As far as the between-turns thing - shouldn't I also be able to scroll around the map with the cursor after my last unit moves, and before I hit ENTER/spacebar? What I'm seeing at the end of a turn is my machine basically locking up for a couple of minutes before it rolls forward to the next turn. Believe me, I am NOT complaining about the time between turns!! This mod flies between turns, given the size of the map and the number of civs and units involved!!

There is a setting in preferences in the main menu that says something like "always wait" or something. If you have this flagged the computer will always wait for you to hit the key before going into IBT time, otherwise, it only asks you to hit enter if you haven't manually moved/given instructions to any unit that turn. :)
 
Currently playing as the Brits, Week 5 1941. European France, Holland and Belgium overrun by the Germans. Gibralter captured and destroyed by the Germans. Huge amount of panzers flood into Spain, then withdraw around Toulouse. Brits have bottled up the High Seas Fleet - constant struggle. Air battles of Britian won by the Brits. Steady buildup of forces continues.

Russia declares war on Turkey. Nothing happens. Brazil-Argentina at war. Nothing much there.

Italians routed out of Africa by the Brits. Brits captured Corsica and Cyprus back from the Italians. The Americans have taken Sardinia. Americans invade and capture Naples, GE promptly counterattacks and takes the city. I have conducted a bomber offensive and destroyed all roads from Rome south in oreder to osolate future battlefields.

In the East, Russia remains neutral. The americans hold Hawaii, but lose the Phillipines. The Dutch lose the majority of thier possessions. The brits wrest them back from the IJA over the last 14 turns.

The Brits retain Hong Kong and Singapore. Road built through Indochina connecting India to China. Huge amounts of forces flow through to Singapore
Brits establish local air superiority w/ 7 x Spitfire Vs.

Brits have Valentine tanks, Spitfire V, 1941 DDs, Halifax bombers (first 2 in action and very effective against GE fighters).

For 1941, my strategy is:

In the West:
1. Contain the German fleet.
2. Build the bomber force and start destroying all roads in France/Ge/It
3. Build up ground forces and prepare to attack Persia/Turkey to keep the Russians from seizing everything.

In the East:
1. Continue to build up the Pacific Fleet - have transferred 2 CV, 2BB, 2 HC, and 4 LC and 20 1939 DDs...
2. Attack and seize cities in Japanese held China.
3. Continue to produce DDs, fighters and deveop Indian/Australian economy

Starting to consider an option in South America, perhaps intervening on the side on Brazil....
 
mcEvilly,

Thank you for the report.

"Currently playing as the Brits, Week 5 1941. European France, Holland and Belgium overrun by the Germans. Gibralter captured and destroyed by the Germans. Huge amount of panzers flood into Spain, then withdraw around Toulouse. Brits have bottled up the High Seas Fleet - constant struggle. Air battles of Britian won by the Brits. Steady buildup of forces continues."
mcEvilly

Better play from Germany-AI then one could expect.

"Russia declares war on Turkey. Nothing happens. Brazil-Argentina at war. Nothing much there.

Italians routed out of Africa by the Brits. Brits captured Corsica and Cyprus back from the Italians. The Americans have taken Sardinia. Americans invade and capture Naples, GE promptly counterattacks and takes the city. I have conducted a bomber offensive and destroyed all roads from Rome south in oreder to osolate future battlefields"
mcEvilly

America-AI will always go for Sardinia, however this is the first
time an invasion of Naples have been reported.

"In the East, Russia remains neutral. The americans hold Hawaii, but lose the Phillipines. The Dutch lose the majority of thier possessions. The brits wrest them back from the IJA over the last 14 turns.

The Brits retain Hong Kong and Singapore. Road built through Indochina connecting India to China. Huge amounts of forces flow through to Singapore
Brits establish local air superiority w/ 7 x Spitfire Vs."
mcEvilly

Very good results in this area.

"For 1941, my strategy is:

In the West:
1. Contain the German fleet.
2. Build the bomber force and start destroying all roads in France/Ge/It
3. Build up ground forces and prepare to attack Persia/Turkey to keep the Russians from seizing everything.

In the East:
1. Continue to build up the Pacific Fleet - have transferred 2 CV, 2BB, 2 HC, and 4 LC and 20 1939 DDs...
2. Attack and seize cities in Japanese held China.
3. Continue to produce DDs, fighters and deveop Indian/Australian economy"
mcEvilly

Sounds like a good strategy.

A very interesting playtest.

Thank you and welcome back with more reports.

Rocoteh
 
Thank you Rocoteh, here is my next installment

1941 Week 26

In the West -
The GE fleet runs west the channel, turns North and deposits 8 units in Cornwall. Brits counterattack, defeat 3 PZ, 5 PZGR. I destroy another convoy before it can land. The GE fleet (thre Bismarks) falls back to Cherbourg. Three American CVs are off the Atlantic coast of France. Continuous ASW warfare in the North Sea.

In the UK, all my resources are going into Lion class BBs (3), 1941 DDs (2), AA CA (1), Spitfire IX (3), and bombers. After i complete the bombers, I'll switch to Crusader tanks.

Canada is producing Crusader tanks, Polish and Canadian IN, and bombers. In about five turns, all Canada produced units will journey to England. I have sent all my Brit transport units to Canada to ferry units. Mosquitos on up can fly from Canada to the UK.

I have decided to invade Argentina. Brazil and I have an understanding and the first of 6 convoys from canada arrives next turn w/ 4 Valentines and 2 Inf. It will take another 12 turns for all five others to arrive. Ass soon as they do, I'll pitch in with the Brazil (who has has a city captured and destroyed) and set about Argentina.

Africa continues to prodce a lot of tanks, SA Infantry, and a blend of fighters and bombers. The majority of these troops are going into Iraq and Palestine. Why? The Russians have conquored Turkey.

In the East, the Commonwealth has taken Amoy, Shanghai and Daveo. The IJN fleets seem very suceptible to massed Skua, Mosquito and heavy bomber attacks.
India is producing a mix of tanks, Infantry, fighters, bombers and artillery.
Australia is producing fighters,infantry and submarines.

For the latter half of 1941, my strategy is:

In the West:
1. Contain the German fleet. need to work on that!
2. Build the bomber force for anti shipping warfare
3. Build up ground forces and prepare to defend SW Asia and the UK
4. Invade by turn 39/conquor Argentina by turn 6 1942
5. Use Canada to reinforce the UK

In the East:
1. Attack and seize cities in Japanese held China.
2. Continue to produce air units, armor and deveop Indian/Australian economy
3. Capture Manila, Hainan, and Tawain (That clears the S China coast)

I am working on 1943 Air. I just began production this quarter on Lion class BBs, Crusader tanks, Spitfire IXs , escort carriers and artillery offensive units.

I am wary the Russians may actually attack me or the GE may travel throught thier territory to do so. I have adopted a defensive posture in Europe and Africa (esp Kirkuk and Jerusalem). In Asia (and eventally South America) an offensive posture.

Long range, I would like to drive the Japanese out of mainland Asia by NLT week 26 1942. I have pretty much adopted a "Japan First" strategy. I simply cannot compete yet with the GE on the ground - and am barely doing so at sea and in the air.

I'll be back week 39 with an update.
 
Screenies!!!

They're always appreciated. :)
 
Only like in every other thread. ;) Hit that "Prnt Scrn" button at the top right of your keyboard, go to MS Paint, hit Ctrl + v, save and upload.
 
The games installed fine and looks great.

Although its unplayable.

It took 45 minutes to go 5 turns.

and hat's with no animations, battles, movements, city garissons.

Yeah, I have a new comp too.
 
Rocoteh,

I've got some comments and questions. I'll try to present them in an organized way.

First, congratulations on releasing version 2.5. I've been playing it for the past three months and I'm enjoying it quite a bit. I like what you've done with the Railroad Construction units - it makes investing in railroads a strategic decision, and I think it's a magnificent compromise. It's too bad that removing "Build Railroads" from worker units breaks the terraform AI. The AI really suffers from a lack of workers in 2.5 - pollution cripples their production and they can't connect themselves to unconnected resources.

Second, I've noticed some inconsistency in the application of the "Lethal Land Bombard" attribute in air units. I recall reading one of your posts over a year ago which said that all dive bomber and carpet bomber units should have Lethal Land Bombard. Is this still true?

Here is an example of the inconsistency: German dive bomb and ground attack air units all have Lethal Land Bombard, including the Ju-87B, FW-190G, and Me-262. In contrast, no American or Japanese dive bomb units have Lethal Land Bombard, including the A-24 Banshee, the Avenger, the P-38 Lightning, the SB2C Helldiver, or the F4U Corsair for the Americans; and the D3A Val, D4Y Judy, or the B7A Grace for the Japanese.

Is this an oversight, or is it intentional?

Third, I've noticed some instances of a "Plains 2" terrain which occurs very rarely, mainly in central Africa and South America. The main difference between Plains and Plains 2 is that Plains 2 is both less productive and it takes about twice as long to terraform.

Finally, I'd like to thank you once again for all of your hard work. No other game can compete with your scenario. I've tried Civ IV again and it just feels so small in scope that it's like a game of Pac Man next to WWII-Global.

I'm looking forward to 2.6!

Thanks again,

Gattamelata
 
mcEvilly,

Thank you for the report.

"1941 Week 26

In the West -
The GE fleet runs west the channel, turns North and deposits 8 units in Cornwall. Brits counterattack, defeat 3 PZ, 5 PZGR. I destroy another convoy before it can land. The GE fleet (thre Bismarks) falls back to Cherbourg. Three American CVs are off the Atlantic coast of France. Continuous ASW warfare in the North Sea.

In the UK, all my resources are going into Lion class BBs (3), 1941 DDs (2), AA CA (1), Spitfire IX (3), and bombers. After i complete the bombers, I'll switch to Crusader tanks.

Canada is producing Crusader tanks, Polish and Canadian IN, and bombers. In about five turns, all Canada produced units will journey to England. I have sent all my Brit transport units to Canada to ferry units. Mosquitos on up can fly from Canada to the UK."
mcEvilly

AI:s inability to conduct amphipious campaigns is a real problem.
I see no solution for it unless the source code for Civ III is released.

"I have decided to invade Argentina. Brazil and I have an understanding and the first of 6 convoys from canada arrives next turn w/ 4 Valentines and 2 Inf. It will take another 12 turns for all five others to arrive. Ass soon as they do, I'll pitch in with the Brazil (who has has a city captured and destroyed) and set about Argentina."
mcEvilly

Sounds like a good idea.

"Africa continues to prodce a lot of tanks, SA Infantry, and a blend of fighters and bombers. The majority of these troops are going into Iraq and Palestine. Why? The Russians have conquored Turkey."
mcEvilly

Yes, they will probably not stay in Turkey.....

"In the East, the Commonwealth has taken Amoy, Shanghai and Daveo. The IJN fleets seem very suceptible to massed Skua, Mosquito and heavy bomber attacks.
India is producing a mix of tanks, Infantry, fighters, bombers and artillery.
Australia is producing fighters,infantry and submarines."
mcEvilly

I doubt Japan will be major trouble onwards.

"For the latter half of 1941, my strategy is:

In the West:
1. Contain the German fleet. need to work on that!
2. Build the bomber force for anti shipping warfare
3. Build up ground forces and prepare to defend SW Asia and the UK
4. Invade by turn 39/conquor Argentina by turn 6 1942
5. Use Canada to reinforce the UK

In the East:
1. Attack and seize cities in Japanese held China.
2. Continue to produce air units, armor and deveop Indian/Australian economy
3. Capture Manila, Hainan, and Tawain (That clears the S China coast)"
mcEvilly

Good plans I think.
It will also be interesting to hear what Germany-AI will do further on in this
playtest.

"I am working on 1943 Air. I just began production this quarter on Lion class BBs, Crusader tanks, Spitfire IXs , escort carriers and artillery offensive units.

I am wary the Russians may actually attack me or the GE may travel throught thier territory to do so. I have adopted a defensive posture in Europe and Africa (esp Kirkuk and Jerusalem). In Asia (and eventally South America) an offensive posture.

Long range, I would like to drive the Japanese out of mainland Asia by NLT week 26 1942. I have pretty much adopted a "Japan First" strategy. I simply cannot compete yet with the GE on the ground - and am barely doing so at sea and in the air."
mcEvilly

The artillery offensive units should be of great value!

"I'll be back week 39 with an update"
mcEvilly

Looking forward to read it.
Thank you and welcome back.

Rocoteh
 
The games installed fine and looks great.

Although its unplayable.

It took 45 minutes to go 5 turns.

and hat's with no animations, battles, movements, city garissons.

Yeah, I have a new comp too.


BanachM,

Waiting time between turns have been reduced as far that
is possible.
Huge maps will always mean long waiting time in Civ III.


Rocoteh
 
Gattamelata,

"I've got some comments and questions. I'll try to present them in an organized way.

First, congratulations on releasing version 2.5. I've been playing it for the past three months and I'm enjoying it quite a bit. I like what you've done with the Railroad Construction units - it makes investing in railroads a strategic decision, and I think it's a magnificent compromise. It's too bad that removing "Build Railroads" from worker units breaks the terraform AI. The AI really suffers from a lack of workers in 2.5 - pollution cripples their production and they can't connect themselves to unconnected resources."
Gattamelata

That is a severe problem.
Will probably return to the old solution should there be a version 2.6.

"Second, I've noticed some inconsistency in the application of the "Lethal Land Bombard" attribute in air units. I recall reading one of your posts over a year ago which said that all dive bomber and carpet bomber units should have Lethal Land Bombard. Is this still true?

Here is an example of the inconsistency: German dive bomb and ground attack air units all have Lethal Land Bombard, including the Ju-87B, FW-190G, and Me-262. In contrast, no American or Japanese dive bomb units have Lethal Land Bombard, including the A-24 Banshee, the Avenger, the P-38 Lightning, the SB2C Helldiver, or the F4U Corsair for the Americans; and the D3A Val, D4Y Judy, or the B7A Grace for the Japanese.

Is this an oversight, or is it intentional?"
Gattamelata

In fact I am considering to take out Lethal Land Bombard from
all air-units since they are powerful enough without it.

"Third, I've noticed some instances of a "Plains 2" terrain which occurs very rarely, mainly in central Africa and South America. The main difference between Plains and Plains 2 is that Plains 2 is both less productive and it takes about twice as long to terraform."
Gattamelata

OK I will take a look a this with regard to version 2.6.

"Finally, I'd like to thank you once again for all of your hard work. No other game can compete with your scenario. I've tried Civ IV again and it just feels so small in scope that it's like a game of Pac Man next to WWII-Global.

I'm looking forward to 2.6!"
Gattamelata

Thank you.
I am very glad to hear that.

I have now worked with scenario-creation for more then
five years. During these years I have got massive support from many people here at Civ III Completed Scenarios.
Without it I would have quitted a long time ago.


The above is in sharp contrast to "The Good Old Boys people" that dominate
posting at Civ III - Creation&Customization.
In their eyes my scenarios does not exist and have never existed.
By the way they had the same attitude against Sarevok.


In logic with that I would not rule out that I in the future will place new scenarios and mods
at the SOE site only.
The people at that site respect the work I have done for the Civ-community.

http://www.stormoverciv.net/index.php

Rocoteh
 
In fact I am considering to take out Lethal Land Bombard from all air-units since they are powerful enough without it.

I vote for lethal land bombardment. It is another factor in the choice which bombers to build and makes units with low stats interesting again.
Honestly, without lethal bombardment i wouldn't build a single Ju87, because other bombers have better range, better bombardment or better defense.
 
I'm of the same opinion regarding lethal land bombardment, it should be included.

And as far as I remember, at least the British Typhoon and the Russian Il-2 Sturmovick also have lethal land bombardment - and the US A-26, B-17, B-24 and B-29, UK Halifax and Lancaster.

Looking at this, the US will most likely build a massive heavy bomber force, which , IMHO, is not too far from reality ;)

I am currently in a game as the Germans, and am now in Week 10 1943. All runs well, with one interesting thing happening; at one point in 1942 - week 27 or so - Russia decided to disband all it's fortresses around Leningrad and MOscow, even Sewastopol :eek: - in a bad coincidience, a Russian carrier ran into one of my submarines loitering west of Norway, and Russia declared war - and that wasn't a good idea....

I will write a lengthy report later on when war is over.
 
I vote for lethal land bombardment. It is another factor in the choice which bombers to build and makes units with low stats interesting again.
Honestly, without lethal bombardment i wouldn't build a single Ju87, because other bombers have better range, better bombardment or better defense.


Stazro,

If those who play the scenario want that
lethal land bombardment shall stay it will stay.
However I will take a close look at which air-units shall have this ability.

Rocoteh
 
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