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

Oh and a few quick questions, has anyone found out how to force starting diplomacy yet? Second thing, is it possible to start game with existing Cities like in Civ 2?

I cant see how this mod is possible without these 2 facilities, we HAVE to find a way.

Kentonio
 
I was working with a scenario for version 3, but I think I will postpone that to version 4 instead. (As the next version of Civ seem to be on the way, and their are some faults in version 3 of the MOD, needs balancing etc...)


Anyway, how I'm planning to do the scenario is by placing settlers with the Gramphos MultiCopyTool, and building the cities on their correct locations. And adding unit's etc.

But when I did this to a European map, there were some errors so I stopped, but will start over again whenever the next version of the MOD is complete.


The scenario will therefor be a Save-File, or rather several, One for each Super-Power.

As the super Powers are the Countries that are the ones that are supposed to be the ones played in this MOD. The next version will also be in favor of the Super-Powers (UK, USA, Germany, CCCP, Japan, Italy...), but they will be balanced for the playability of the MOD.
 
I'm still trying to find a cause for the crashes. I did a quick version on Marla Singer's World ver 1.18 map using the attached CPF file for some proposed locations for playability. It crashed during a production cycle this time. That implies that the cause is NOT in the european map used, but rather in the mod changes somewhere. Since each type of crash appears to be in the computation cycles used for building (either new units or cities) there must be a flag location that is moved or not recognized by the Civ3.exe file. I don't know enough about this to identify the cause without being able to "back-engineer" the calls. I suggest that, assuming from what Firaxis has written that a new fix is forthcoming, that the bic and exe files will be different in the next version. The editor will have to be slightly different to accomodate the changes, so you will need to create a new bic file from scratch using all new versions, and Gramphos will need to upgrade his MultiTool as well. Fox, review your tech tree connections and see if there is a gap anywhere, as well as the ini files for the calls for the new units. If we find the holes, implementing in a new version will be simple.


TRIAL PLAYERS ON WORLD MAP:
;Generated by Civ3MultiTool
;for Marla Singer's World Map 1.18
;Civ3CopyTool CivPlacementFile
NAME=Scandanavia
ID=-1
CORDS=136,34
NAME=Soviet Union
ID=-1
CORDS=148,42
NAME=Baltic States
ID=-1
CORDS=141,43
NAME=Great Britain
ID=-1
CORDS=125,45
NAME=Nazi Germany
ID=-1
CORDS=135,49
NAME=France
ID=-1
CORDS=127,53
NAME=Balkans
ID=-1
CORDS=138,56
NAME=Fascist Italy
ID=-1
CORDS=133,61
NAME=Spain
ID=-1
CORDS=121,63
@BEGIN CIV
NAME=U.S.A.
ID=-1
CORDS=71,67
NAME=Imperial Japan
ID=-1
CORDS=224,68
NAME=Communist China
ID=-1
CORDS=205,69
NAME=Muslim States
ID=-1
CORDS=154,70
NAME=India
ID=-1
CORDS=178,88
NAME=African Neutrals
ID=-1
CORDS=124,106
NAME=3rd World Neutrals
ID=-1
CORDS=87,117
 

Attachments

Originally posted by Erik
This link is broken. Please, fix it. Thanks!!


Sorry about that, but the Server(the one the file is located on) was down yesterday (Saturday). It should be up again now.

I'm going to fix a mirror site for the units.zip, so that if the first one is down... the other can be downloaded.
 
hey Grey Fox one of the ways i have been playing in my civ games is no airlifting period. this forces somewhat of a supply line,at least for reinforcements, to far off cities. air transport could be allowed if u have air transports like maybe a C-47. QUESTION can rebasing aircraft be intercepted??? forcing civs to transport units w/o using airlifting makes it difficult to hold far off cities and gives new meaning to naval supremecy. this makes control of the seas very critical for offense, defense and expanding. to me airlifting seemed to cheap to use because u & AI could move in new units way to easily and besides nothing is transporting them when u do this. Stupid QUESTION-registered recently-do u not see your own posts on forum? it says i posted them but i don't see them. if anybody can just acknowledge then i could verify my posts- thx. Oh Grey Fox if you need help on WW2 Mod I would be glad to help in any way my skills could be used. computer skills subpar--WW2 knowledge real good. anyway let me know. man must sleep hope this made sense!!!:cool:
 
Dear Rommel77,

I see my posts. I see your posts. You should see your own posts too.

Try this:
Press F5 (for Internet Explorer) to refresh the page after you post. That will probably allow you to see them.
 
Originally posted by Citizen_K
A much better technique is holding ALT+F4, which both increases your ping and solves your posting problem.

For you out there that do not know what ALT-F4 does, it will close your window so don't do what this smuck suggest.
 
Originally posted by pesoloco
Dear Rommel77,

I see my posts. I see your posts. You should see your own posts too.

Try this:
Press F5 (for Internet Explorer) to refresh the page after you post. That will probably allow you to see them.


Hey this works, much appreciated. anyone needing any info for German units go to Feldgrau.com it has an insane amount of info. I would post a link but i dont have a clue how to do somthing like that. anyway thx again.:cool:
 
I wanted fighters to strafe instead of bomb so I switched their victory bomb .flc & .wav files to the attack .flc & .wav files. I don't know if someone else has thought of this but its cool . To me gives a little realism to game since WW2 fighters did plenty of ground strafing runs.:cool: :cool:
 
Originally posted by Grey Fox



It's only called British Isles MOD 400-1100 AD. You can play it to 2050 AD.

I now because I'm currently playing a succession game with the creator of the MOD.

BUt that was not the point, yhe point was that that MOD was made before the Patch and it still works.
I ended up recreating the mod with a new raw bic file from the new patch but that wasn't strictly necessary. The mod worked fine when run with the 1.17 engine. It might or might not be necessary for us to redo our mods for 1.18 - we'll have to wait and see.
 
Canada as expansionist...don't know about that. They were expansionist well before the war but they weren't actually Canada then either. Canada had a huge coal and forestry industry, perhaps industrious would be the better trait?

Apology in advance for lots of posts here - I've finally got a bit of time to read through the whole thread ;)
 
Originally posted by Shaitan
Canada as expansionist...don't know about that. They were expansionist well before the war but they weren't actually Canada then either. Canada had a huge coal and forestry industry, perhaps industrious would be the better trait?

Apology in advance for lots of posts here - I've finally got a bit of time to read through the whole thread ;)


That's my thought to.

But wouldn't that make, USA, Germans, UK etc all Industrial?
 
Originally posted by Grey Fox



That's my thought to.

But wouldn't that make, USA, Germans, UK etc all Industrial?
Yup, but if they all were then go for it ;)

Seriously though, the major powers really were all industrial. That's why they were the major powers. Go ahead and start the big 5 with 3 traits. Industrious plus 2 others.

Also, USA was beyond it's expansionist phase by this time. Industrial/scientific/commercial would fit well for them.

I'm at work now so I can't check the bic file, but did you set the Axis/Allies/Neutrals as cultural groupings? That could help with the wierd alliance problem that someone noted in the thread.
 
The germans are definetely industrious. They built alot after going through all the effects of WW1. America too for industrious.
 
This mod could be great, if it was a mod - but unfortunatly, it's just change the civs and the world map and the techs, which is like a mod, but has almost nothing to do with WW2. I wish you could make it a more 'modish' mod. I mean, like this it's just not like playing WW2, it's like playing Civ 3 with different civs and techs.
 
Forgot to deal with the cultural groups when I fiddled. They SHOULD be grouped as Shaitan mentioned so they will avoid stupid alliances. All the major powers (except Italy) should have 3 preset technologies (4 if possible). The initial advantage of the Nazis should require that they receive a tech pre-req. that allows for a UU that gives them an initial advantage on attack (same with Imperial Japan in the world-size). This assumes we are able to preset the map for a true scenario. The only Militaristic/Expansionist should be Japan. Industrious should include US, USSR, and Germany. They are the only ones with sufficient industrial base to qualify for the production advantages. Only US and Germany should have Scientific for the same reasoning. Most should be passive-defensive characteristics. Italy should be Militaristic and Religious only. The true character of fascism was a semi-religious belief that the past glory of Rome was somehow their destiny, though they actually had only about the same resources available as the Romans did in 600AD! Sorry folks, but for historical and playablility accuracy, the Italians (as a major power) really should NOT have a UU unless you want to make a stretch to "shallow-sea" mini-subs. Their military structure was that of major neutrals like Romania, Hungary, Czech, Finland and Turkey. The only success they ever had was against 3rd world minor countries (i.e. Ethiopia and N. Afrikan Berbers!). The British should, somehow, include several widely placed cities to represent the Commonwealth, but definitely NOT be expansionist, or their forces will expand much more than is plausable for the world-size play. And if the game is to be limited to Europe, where will the creators of 85% of all war materials on the Western Front(the US) be included? Remember, the Russians had to import through Murmansk convoys and Iraq a large portion of their tanks and truck for 1941 from the US via Great Britian and lend-lease. Egypt was, itself NOT a goal of the Axis in N. Africa, but rather the oil fields on the west coast of the Red Sea, the Suez Canal, and the oil resources in the Muslim states in the Middle East. They wanted to link up with the pro-Axis Iraqis and Iranians and the Anti-British Indians(todays Pakistan) to help invade the Southern Caucasus to get to the Baku oil fields in Russia. Also, to cut off the import channel to Russia through that area. All grand strategy of Hitler was aimed at the USSR (an obsession).
 
tcwonder3 makes some very good points. Heheh, and by the way, what about Hitler could be described by anything but obsession. Just an observation :).
 
Originally posted by Ram Michaeli
This mod could be great, if it was a mod - but unfortunatly, it's just change the civs and the world map and the techs, which is like a mod, but has almost nothing to do with WW2. I wish you could make it a more 'modish' mod. I mean, like this it's just not like playing WW2, it's like playing Civ 3 with different civs and techs.

The Mod is in THIS state because ther is no Real ability to make a real Scenario.
 
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