WW2-Global

One last thing, for minefields, I always laugh when a minefield becomes 'Elite', since there is no real way for a minefield to get tougher and more experienced when it sinks a ship! Instead, the minefields could be made 'Elite' from the start and just be given a -3 HP penalty so this way they would still retain their 3 HP the whole game. They are tough enough that they are not broken through too often anyways, not without losses.
 
Rocoteh -

I am playing 2.6 as Germany SemiDeity level. The French are relatively easy to handle and I am not seeing any effect of no railroads on the play of the AI since it did not really do much of this. However, I feel constrained in operating on two fronts because of the extended time of transferring units.

This forced me to focus on killing off the French before tackling the Russians too much. Normally I attack the Russians first and wait until the French get frisky enough to take a few Italian cities. Then I declare war with the bloodied Bear and turn West.

However, while I took a few Russian cities peace was declared and I realized I could not move units back and forth fast enough to contain the French while advancing deeper into Russia. So I had to finish off the French. The Russians took the opportunity to take Sweden so now I have attacked Russia but my Finns are getting squeezed badly.

I presume this is good because it is more realistic. Longer term I do see a reduction in production capacity because of the loss of the railroad production bonus.

All in all, no railroads is probably the best solution but it may reduce the "fun" factor somewhat. Too early to say, but it definitely tends to equalize the playing field with the AI.

By the way, has anyone ever seen the AI build multiple power stations?


Bob1475,

I will probably make two versions of 2.7.
One with railroads: One with railroads and one without them.

Then it should be possible to evaluate which is the best solution.

Rocoteh
 
By the way, in regards to the worker-built fortresses, I have updated the terrain art file to show the modern fortresses with barbed wire instead of the more ancient fortresses. I think these portray a WW2 fortification better than the others.

ww2fortress.jpg


Let me know what you think, nothing big, but I think they fit in somewhat better. The barbed wire usually means a barricade is in place, but I only changed the graphic, no barricade is present. When the 'Modern Era' hits, the graphic stays the same.

If you want the TerrainBuildings.pcx, I will send it to you.

"One last thing, for minefields, I always laugh when a minefield becomes 'Elite', since there is no real way for a minefield to get tougher and more experienced when it sinks a ship! Instead, the minefields could be made 'Elite' from the start and just be given a -3 HP penalty so this way they would still retain their 3 HP the whole game. They are tough enough that they are not broken through too often anyways, not without losses."
tom2050

The modern fortress graphic looks very good.
Will include it with the graphic update.

On minefields:

Its a good idea to have them elite at start.
I will have it mind for version 2.7.

Rocoteh
 
tom2050,


Thank you for the reports.

"Week 10, 1940 - Great Britain takes Benghazi (Italy-Africa). Great Britain or France were not able to make these type of advancements in North Africa at this time during the war, perhaps adding more Italian troops (to signify there 250,000 troop strength vs 30000 British strength) and set them to 'defensive' in the editor, since in reality they mostly went on defensive due to shortage of supplies and no way to receive supplies. This would allow them to possibly hold out until at least 1941. Great Britain has Land 1940."
tom2050

I will give Italy some more units with defensive capacity only.
The Italian Army in East Africa was impressing on paper.
However it had low morale and poor equipment.

"Build Naval Often' most likely refers to 'Naval Power' units, and not 'Naval Transport' units, since Britain still builds transports as it did before. US is only set to 'Build Naval' and 'Build Air' often, but so far, I don't see it happening. Also, Research facilities have the military characteristic (so everyone builds them), is there any side effect if research labs are simply set to 'Science', therefore nations such as Soviet Russia can be Science, and Great Britain would not be 'Science' to even out the research abilities of these countries."
tom2050

How AI directs unit production was discussed much at the
Creation and Customization section of CFC some years ago.
There have never been any info from Firaxis on this issue.

"Week 19, 1940 - Germany takes and razes Gibraltar (Great Britain). Germany has lost close to 35+ panzers in the taking of Gibraltar and the destruction of French fortresses near Strasbourg, which from all my games played, appears to be the usual rate. Great Britain takes Caluula (Italy-Africa). Soviet Russia has about 140 Motorized Rifle Div and 140 Soviet Tank Divisions, which has stayed the same for the past several turns, so they must have switched build priorities. This is better, but not much different from the normal settings, other games Soviet has about 310 total armored units, so it has dropped by 30. It needs to be adjusted so that Soviet Strenght is roughly the same as Germany's once Germany is done conquering France. This would be historically realistic. When Germany invaded Soviet Russia, although the number of divsions was roughly the same, Germany made such large conquests due to the fact that they were much better organized than Soviet Russia (they lacked many things, such as communications equipment). Therefore, I have set MRD and Tank Divisions to only 1 extra HP, this should compensate for the fact they possess superior numbers.
More testing to come...."
tom2050

With a 1941 a version of the scenario it would be easier to come closer
to the historic outcome.
However then there is AI...
The Barbarossa scenario made by me and Sarevok has a very accurate
Order of Battle.
Still the game-engine and AI creates many problems.

Thank you for the reports and welcome back.


Rocoteh
 
Hey, I went back and found the thread for what AI decides to build, it was quite interesting... I will look around and see if there are any current threads on this in regards to how the AI decides it's research... if there are not, I may start one and start doing some testing where it was left off by ozymandias. If it can be figured out to any extent how the AI does it's build priorities further, it would help greatly to figure unit stats. If you know if there are any current threads regarding this, please let me know.

Tom
 
General credits - Germamy - Sid level - v. 2.5

I have concluded my game a while ago, nearly 2 weeks ago. I have not had the time to start a new one though but I think it is time to pay my respect to the creators and developers of this scenario.

I have had the best Civ time of my life - and believe me, if I had not played Civilization in my life and used the time for Chinese studies I would be fluent by now :) .
In addition to the already great shape this scenario is in, it is actively developing and I hope no end has been spotted yet. This sceanrio is already cult and it has the potential to become the greatest sceanrio ever. (I know it sounds a bit over- enthusiastic, but I love this scenario). I hope that Rocoteh and his crew will have the energy and passion to continue this.

Thank you for all your effort, I really apreciate all the work.

Take care and all the best,

aceault
 
Hey, I went back and found the thread for what AI decides to build, it was quite interesting... I will look around and see if there are any current threads on this in regards to how the AI decides it's research... if there are not, I may start one and start doing some testing where it was left off by ozymandias. If it can be figured out to any extent how the AI does it's build priorities further, it would help greatly to figure unit stats. If you know if there are any current threads regarding this, please let me know.

Tom
If you have the thread on AI build decisions bookmarked, could you post the link here? Sounds like an interesting topic.
 
If you have the thread on AI build decisions bookmarked, could you post the link here? Sounds like an interesting topic.

http://forums.civfanatics.com/showthread.php?t=62138&page=23


Here is the link... I am trying to get research on this going again, and some amazing things have already been discovered on AI build priorities...It all started when I was trying to figure out how to make the German AI in WW2 Global build its Uboats! :) I must say, WW2 Global is the only reason I still play Civilization (thanks Rocoteh!). Ha! I think this will be very helpful to modders and level designers, to assist them in dealing with AI builds, but alot of work needs to be done in order to get there.
 
http://forums.civfanatics.com/showthread.php?t=62138&page=23


Here is the link... I am trying to get research on this going again, and some amazing things have already been discovered on AI build priorities...It all started when I was trying to figure out how to make the German AI in WW2 Global build its Uboats! :) I must say, WW2 Global is the only reason I still play Civilization (thanks Rocoteh!). Ha! I think this will be very helpful to modders and level designers, to assist them in dealing with AI builds, but alot of work needs to be done in order to get there.

Thanks!

I can't wait to get my new computer so I can start playing this scenario again ... if it weren't for the mods I too would have shelved C3C a long time ago.
 
Now something completely different - eye candy.

I searched Wikipedia for a couple ruler names missing in WW2 Global and found something. Some of the guys only ruled/served for brief periods, like the Swiss president (2 years, Switzerland elects a new president every year) - in this case I simply chose the guy who ruled/served during the greater part of the period;

Peru - Manuel Prado y Ugarteche - President
Switzerland - Philipp Etter
Colombia - Alfonso Lopez Pumarejo - President
Chile - Juan Antonio Rios - President
Arabia - Abdul Aziz bin Saud - King
Venezuela - Isaias Medina Angarita - President
 
".) Heavy Artillery can be airlifted - other, smaller artillery can't - Bug?"
Andreas68


That sounds strange since Heavy Artillery not have airlift
checked in the editor.

Rocoteh

Maybe it's because Heavy Artillery is flagged as ground unit (or the like, 2nd in the list) in the editor?
 
General credits - Germamy - Sid level - v. 2.5

I have concluded my game a while ago, nearly 2 weeks ago. I have not had the time to start a new one though but I think it is time to pay my respect to the creators and developers of this scenario.

I have had the best Civ time of my life - and believe me, if I had not played Civilization in my life and used the time for Chinese studies I would be fluent by now :) .
In addition to the already great shape this scenario is in, it is actively developing and I hope no end has been spotted yet. This sceanrio is already cult and it has the potential to become the greatest sceanrio ever. (I know it sounds a bit over- enthusiastic, but I love this scenario). I hope that Rocoteh and his crew will have the energy and passion to continue this.

Thank you for all your effort, I really apreciate all the work.

Take care and all the best,

aceault

aceault,

Thank you.
I am really glad to hear that.

I will continue to work with WW2-Global.
Hopefully the source-code for Civ 3 will be released some day.
That would have great impact on this scenario.

Best Regards


Rocoteh
 
http://forums.civfanatics.com/showthread.php?t=62138&page=23


Here is the link... I am trying to get research on this going again, and some amazing things have already been discovered on AI build priorities...It all started when I was trying to figure out how to make the German AI in WW2 Global build its Uboats! :) I must say, WW2 Global is the only reason I still play Civilization (thanks Rocoteh!). Ha! I think this will be very helpful to modders and level designers, to assist them in dealing with AI builds, but alot of work needs to be done in order to get there.

tom2050,

Thank you.

Very interesting experiments!

I have read all the new posts in the above mentioned thread.
What you found out concerning AI and units with stealth attack
is for sure of great value.

Looking forward to follow how your future experiments will turn out.

Rocoteh
 
Now something completely different - eye candy.

I searched Wikipedia for a couple ruler names missing in WW2 Global and found something. Some of the guys only ruled/served for brief periods, like the Swiss president (2 years, Switzerland elects a new president every year) - in this case I simply chose the guy who ruled/served during the greater part of the period;

Peru - Manuel Prado y Ugarteche - President
Switzerland - Philipp Etter
Colombia - Alfonso Lopez Pumarejo - President
Chile - Juan Antonio Rios - President
Arabia - Abdul Aziz bin Saud - King
Venezuela - Isaias Medina Angarita - President

Andreas68,


Thank you for the info.

Will have it in mind for version 2.7.


Rocoteh
 
???the link takes you to a d/ld page that says version 1.4. Confusing if this is supposed to be 2.6, I am d/l'd at this point but not sure what i am gonna get.
 
???the link takes you to a d/ld page that says version 1.4. Confusing if this is supposed to be 2.6, I am d/l'd at this point but not sure what i am gonna get.

1.4 is the 134 MB folder with graphics.
It have not been changed since 2005.

The biq-file 2.6 is the current version of the scenario.
Thus you need to download both the 134 MB folder
and the biq-file to play WW2-Global.

Rocoteh
 
Is there some common mistake people make when trying to install the civilopedia? I'm getting a message like "unit X file missing the game will now exit" with the unit being a different one each time.

Thanks
 
I did-Does this sound like I put that in the wrong place?

I had everything working a year ago and then my computer died and my son broke the disk so I am now running 'civ 3 complete' if that makes a difference.

The scenario is running fine except the civolepedia...
 
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