WW2 Mod, Including Nazi Germany, Fascist Italy, new Units etc...

Grey Fox said:
Fascist Italy
Traits: Militaristic and Commersial
AI Aggresion Level: 5 (1-5)

Finland
Traits: Indoustrious and Scientific
AI Aggresion Level: 2 (1-5)

Turkey
Traits: Scientific and Commersial
AI Aggresion Level: 3 (1-5)

Poland
Traits: Religious and Commersial
AI Aggresion Level: 2 (1-5)

Nazi Germany
Traits: Militaristic and Scientific
AI Aggresion Level: 5 (1-5)

Soviet Union
Traits: Militaristic and Expansionist
AI Aggresion Level: 5 (1-5)

Nationalist China
Traits: Militaristic and Industrious
AI Aggresion Level: 3 (1-5)

Communistic China
Traits: Militaristic and Industrious
AI Aggresion Level: 3 (1-5)

U.S.A. (Replaces America)
Traits: Industrious and Expansionist
AI Aggresion Level: 3 (1-5)

The Empire of Japan (Replaces Japan)
Traits: Militaristic and Religious
AI Aggresion Level: 4 (1-5)

France
Traits: Industrious and Commersial
AI Aggresion Level: 2 (1-5)

Austria
Traits: Scientific and Commersial
AI Aggresion Level: 2 (1-5)

Spain
Traits: Expansionist and Religious
AI Aggresion Level: 4 (1-5)

The Neutrals
Traits: Commersial and Industrious
AI Aggresion Level: 1 (1-5)

Canada
Traits: Expansionist and Commersial
AI Aggresion Level: 3 (1-5)

Great Britain
Traits: Expansionist and Scientific
AI Aggresion Level: 3 (1-5)

Some of these should be changed, especially the aggression levels. I'm not going to worry about the traits, for I don't know enough about the specific countries economies at the time, although I am an avid studier of World War II.

Italy should be 4 and Japan 5. Japan was much more aggressive than Italy. Also, I don't agree on the split of China. China was in a civil war, yes, but in the face of Japanese invasion they united. I also don't agree with making Greece into Turkey either. Greece played a much more important role in the war than Turkey. Turkey eventually did declare on the Axis, but they never sent troops, while Greece faced the wake of invasion. You should have Egypt, unless you consider that in Neutrals. And why would you start the scenario in the early Industrial Age? :eek: That makes NO sense at all. The early Industrial Age is about the time of Napoleon, 130 years earlier. I don't want to go through and read all 21 pages, so if some of these points have been made already I apologize. Also, if Spain was that aggressive they wouldn't have stayed neutral throughout World War II. I haven't checked but is this scenario Conquests-compatible? I'm assuming it is, but I just want to make sure.
 
when i try poland (which was my first time on this mod) it said something about modernworkercapture.wav or something like that missing. im playing ptw and i want to know how to avoid that.
 
Kåggan said:
And not to forget, the swedish goverment secretly sent supplies to finland when sovjet attacked. In the first part of the war (between sovjet and finland) finland got about 40 million SKR (400.000 $) plus weapons, field ambulances, AA-guns and such. This of course never came to the knowledge of the public until after the war. Anyway they also sent around 10.000 voulenteer soldiers to the finnish front though they were fighting under the finnish flag, with finnish uniformes.

I'm sorry if this numbers is cinda fuzzy, but you know me :eek:

First of all my english is not that good but i think the Finland got about 400 milion SKR (4 000 000 €) that was equal as much as the whole swedish budget that year. The Swedish people gatherd it by collecting money on the streets and so on. People worked a day for free in factorys and so on.

We should also keep in mind that Germany was planning to invade Sweden 2 times. First time was early in 1942 but the cold winter saved us that time :). If Germany had invaded us that time we had lost in a couple of days. The second time was in 1944. They didnt attack us that time becouse their information about the Swedish defens was based on the 1942 information and Sweden had built up their defens during the 2 years of war.

Both time the invasion was to secure the iron transport from Sweden.
 
Does this mod work with vanilla 1.29 too?
It seems great, just 1 thing, I can't find the leaderheads file
just hitler leader head
 
Damn i made a WW2 Mod .. similar to this one.. its not really finished yet and i am still balancing units and trying to make the game playable. I will download this mod now and check it out... if its cool i will just delete mine :(
My main priority for my mod was to keep it playable even with tons of units. I have played that PTW Turkhan mod and it was just cruel in the modern times since the map was tooo big.
 
Ill get that pediIcons bug and tried the txt file thing and still not working :(

But i opened the mod in the Editor and find it very diffrent to my mod.. so i will probably present my mod and continue hehe... Once i have tested it and debugged and balanced all units i will make it downloadable. All i can say about my mod that it doesnt use generated maps and has all towns, countries and units rdy. Nothing absolutly nothing needs to be build when you start my mod and you can directly start in your prefered countries role. My mod takes also place in 1943 to simulate the Stalingrad Battle.... which means also that Japanese is in control of the some islands in the pacific.. Currently i am trying out how to initate the wars with diplomatic actions. Wish i could modify the alliances directly before i start the game but however i found ways to push the alliances in the right direction. My first test games showed that Russia and Germany are having pretty hard and long fights around Stalingrad, Warschau and Moscow... and it took around 15 rounds till the frontline broke up a little and the russians gained the upper hand. I am playing the scenario currently in the role of the USA to see how the AI handles the War in Europe.
What i can say about my units so far is that i have used some of Turkhans Scenario Units and modified those. If someone could explain me how to put in real new units without the complicated editing (well its looks complicated from the guides) i would be very happy, cause i wanna change some icons for my already present units like Long Range Artillery, Anti Tank Guns and Stationary Artilleries along the normandy coast etc.
I also made some recon planes, escorted bombers and paratrooper planes and wish i could build in some other icons for those.
Like i have mentioned before i wanted the mod beeing playable and loading the scenario still takes up to 5 mins but once it runs its playable on my computer (1.4ghz / Geforce 4 / 1gig RAM) or lets say it doesnt take 15 mins and more to complete a turn like in the Turkhan Scenario in the modern times. However in my mod you can also play only 16 nations .. some that were even neutral in this war just to fill out the empty areas so AI cant ruin my map with placing new cities haha :) I also used a smaller Map for my Scenario after trying out the Marla Singers World Map which was just tooo big for my scenario and even loading the cities and configuring AI took over 15 mins which was too much. However i used exisiting cities and not one city name or location is choosen randomly. Same goes for the Leader Names (didnt even changed their heads yet so Stalin is still the female catharine or what her name was)... I also deleted tons of middle age units so the AI doesnt start to produce swordsman etc. (nothing would be more bad then seeing a bunch of Russian Swordsman taking Berlin LOL)
oki enough blah blah .. still have to work on my mod so pls let me know if anyone is intressted in it since it might be a very diffrent WW2 Mod...
 
hi! I get this error when I try to load the mod, what's wrong? I've put the unit files into art and the scenario into scenarios.
 

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ya that thing you have to go into text/pediaicons.txt, search for tech amphibious warfare or maybe its war i dunno and change it to either war or warfare whichever it was.
 
im getting this message when im loading the scenario in C3C V 1.22


ERROR READING FILE
Missing entry in "Conquest\.. \conquests\WW2 Aeldirk\text\pedialcons.txt":
ICON_BLDG_Secret_Police_HQ

The game will now exit.


I guess that im missing the secret police building... can anyone help me out?
 
I have not yet played this yet, so if any of this is already incorporated, ignore it.

Here are some things to keep in mind about writing such a MOD. First, the effect of equipment in these games is VASTLY overrated. Doctrine and training were (and are) much more important. The Germans had undergunned and underarmoured tanks compared to both the French and British in 1940 and the Russians in 1941-42. But he Germans had much better trained, better led crews, using realistic combined arms tactics, and all their tabks had adios, which they used to coordinate actions in combat. Most French and Soviet tanks lacked radios, and Allied tank crews in the early war were not trained to use radios for tactical coordination. As a result, Allied tanks attacks failed, despite the advantages of their heavier tanks.

What I am saying is, try to make advances that reflect the development of tactical doctine, such as German radio coordination. There are numerous other examples of this.

Second, the quality of metal, and design of guns and projectiles meant that measuring things like armour thickness, or just comparing guns by caliber gives a very poor methd for comparing equipment. The Germans, for example, made better steel for their tanks than the Allies. Their tanks tended to be an average of about 45% tougher for their armour thickness than American or British tanks up into 1944, and were still probably 20% better after. The Soviets, while they made very hard steel, and even had access to titanium, had very poor quality control, so the quality of their tank armour was generally poor.

Another example: The 75mm L/43 gun on PzKfw.IVF2 Gs was rather more effective than 75mm L/40 on the Sherman. Please see David Michael Honner's excellent website Guns vs. Armour for specific details about the issues of tank armour and tank gun performance.

Now, to the important issue of troop quality: It has been mathematically measured! Basically, 70 German Fallschirmjaeger = 75 Waffen SS = 100 German Army = 110 US Marines = 145 US or British Army = 188 Polish Army = 215 French, Italian or Japanese = 266 Russians. This is a soldier for soldier calculation, ignoring equpiment. This creates the basis for multipliers to apply to unit values which are based on equipment. In other words, if you decide to set US/British units to (equipment value) * 1, you would make US Marines EV * 1.3, German Army EV * 1.45, etc. Obviously, less profiecent forces would have a divisor instead: Polish units = EV/1.3, French/Italian/Japanese = EV/1.5 etc.

Note: When I say Waffen SS I mean the Germanic Waffen SS, in particular the 1st, 2nd, 5th, 9th, 10th, and 12th SS Divs and some of the Lithuanian and Latvian units. The Totenkopfverbaende units like 3rd and 6th SS were usually less well trained and many of the higher numbered SS divisions were no better than regular army units, and some were really jokes, like the 13th. Also, elite German army formations like 116th Panzer would rate as Waffen SS for such purposes. Of course, you may not be making individual named divisional units, so that may not matter.

Also, Air units vary from the above slightly: The Germans were even better in the air vs. the Western Allies, more like 100 ermans = 175 US/British = 260 Russians (also better than their ground units) = 150 Japanese (only up through 1942, when Japanese pilots were MUCH better than their ground forces, and their Allied opponents. Due to lack of a sufficient pilot training program to keep pace with losses, they afterwards declined rapidly to Army standards.)

For more information on where how those values are derived, see the books of Trevor N. Dupuy (A Genius for War; Numbers, Predictions and War; Understandind War) or the Dupuy Institute (which has a BBS). Note that the values are derived by me, using their methods. They might dispute some of them to some degee.

Sorry if that was long winded. I hope it is helpful for anyone designing a WWII Mod. I will let you know more specifically about your MOD when I get a chance to play it.
 
I'm sorry for the stupid question that follows.

I love Civ3, and have wanted to play a good European WWII mod/scenario for a while, and finally got around to downloading your mod. I am very excited to try it out.

But, I have never tried to install a mod before, and I think my ignorance is the source of my problem. Anyway, I followed the directions in the first post, and extracted the bic file to the Scenarios folder and the Units folder to CIVILIZATION III/ART, but when I go to play the game, I get a Load Error at the 61% mark:

Missing Entry in "text \ PediaIcons.txt": TECH_Amphibious_War

I figured I would ask you guys for some help before trying to screw with the PediaIcons.txt file or moving stuff around. I have no idea what's going on.

Any help would be greatly appreciated.
 
golfmchew: This thread was dead for almost a year now. I think I tried to install this once and got an error too. It is not your problem really, just that the mod has some files or entries missing.

You should try another mod.

I know this thread it almost dead, but i want to let you guys know there is nothing missing !

There is only a minor error in the text file "Pediaicons.txt" , which you can find under (Stationletter*):/CIV3/Art/Text/pediaicons.txt.

Open it and find two lines with say:
#TECH_Amphibious_Warfare

(one is under "Small Tech Icon " and the other under "Large Tech Icons")

delete the last four letters so you end up with:
#TECH_Amphibious_War in both cases

Save, exit and fire it up ! Enjoy :D

Took me two minutes to figure this out :lol:
 
This is a great mod you made there buddy.But you have to include Greece too(Iwannis Metaksas leader) do not forget that Greece not only defended against the Nazi Italians but also the greek army took control over half of the albania.Keep up the good work!
 
Whenever i am about to start the game, after i choose my leader it says "civilization3.exe has stopped working".

how do i stop this?:confused:
 
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