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RtW: Add-On Pack 1

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  • #61
    Logicman:

    This "beta add-on" is ONLY for the Road to War mod in BtS. It does NOT affect anything outside of RtW.

    The reason this is "beta" is because I'm still working on it. But it's more rock solid than the release version of RtW and fixes many bugs and fixes a lot of "issues" with the release version. Also adds a lot of new graphics to enhance the visual aspect of the mod.

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    • #62
      sounds great Dale
      Gurka 17, People of the Valley
      I am of the Horde.

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      • #63
        Playing as Dutch East Indies and Kokanau keeps going into revolt because of Australia. At the start of the game its' nationality was 50% to each civ.

        Is this intended?
        "What if somebody gave a war and nobody came?" Allen Ginsberg

        "Opinions are like arses, everyone has one." Anon

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        • #64
          I have been playing around with this mod for a little bit. Beta 2 is awesome.
          Thanks for the great stuff.

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          • #65
            Originally posted by Harrier UK
            Beta 2. Pacific scenario.

            Both culture and research only converts 10% of the hammers. Wealth does convert 100%.
            Thanks. Will be fixed in the release of the pack.

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            • #66
              The Add-on is great!
              Thanks again, Dale.

              Some comments:

              When Fichy France come to existence there were English ships in some of the cities. When I entered these cities ( because we are allies) the ships are destroyed.

              Is there a posibility to add a turn off of this event?

              Their culture is pushing my borders back! If it was a vassal then ...

              The English are building mainly bombers thus leaving their cities open for air attacks. And they use them only for unit attacks. I'm playing on Prince level.

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              • #67
                Hi Dale

                When I was playing the Europe war (American), in about early 1943 my cities were starting to run out of money, so I had to shut them down. Also most of my cities had 6 to 8 anti-war guys and was not producting a lot of hammers.

                In the war itself, I invaded Africa just as we did and found no German troops in Africa. Tunisia was still Free French. There should have been some Germans in Tunisia, Libya, Egypt and Algeria. Now I don't mean with cities, just some troops.

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                • #68
                  Awesome!
                  "You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran

                  Eschewing silly games since December 4, 2005

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                  • #69
                    Hello there. First off, I want to say that I love this site! I have been lurking for a couple of weeks and there is a good group here.

                    Absolutely love RTW, and have been playing mostly Europe. I do seem to have issues with the AI, specifically the US and the UK. Neither seem to build any land units, and I havent seen them attempt to invade germany at all. It's frustrating as the US or Russia to not have Germany distracted by the other front(I haven't tried UK yet). I have been playing on Noble, so is that the issue?
                    Last edited by Gulelin; August 15, 2007, 20:44.

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                    • #70
                      My last game of beta 2 (as Italy) got a damned shock when the US dropped two large stacks in Morocco (western North Africa) and took the Vichy French cities down there. They moved inland almost to Tunis. This isn't the first time I've seen it do that. I think a limitation of the current BtS AI is that it's a little more hesitant to spread far overseas. A shame, but I don't know enough about AI coding to fix it.

                      But it's definitely possible for the US to invade!

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                      • #71
                        Pacific theatre - option 2. (random start date - historic events)

                        The Pearl Harbor event was triggered in November.

                        When I reached the December date the pop-up appeared again.
                        "What if somebody gave a war and nobody came?" Allen Ginsberg

                        "Opinions are like arses, everyone has one." Anon

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                        • #72
                          I also think I'm having issues installing Beta 2. The installer is defaulting to the right path (beyondthesword/mods/roadtowar), but i'm not getting a message about overwriting and none of the fixes seem to be in game (no oil for me on an island, choice is still turn 2, PzIV's still same stats, etc). Any ideas?

                          Here is the path it's using:
                          C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\The Road to War

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                          • #73
                            Dale, the beta 2 has also the worldmaps scenario included but I get a civbuilder error message. Anyway, the changelog didn't say anything that these scenarios are already added, so I think you just forgot to delete them.

                            There is also big exploit on tanks, they can attack directly from a landing boat . Didn't see any difference on PanzerIV but the new balance of tank destroyers changed the ai strategy, now they prefer artillery and tanks. If we talk about artillery, the AA guns should not be able to bombard. 2 tiles distance and the damage can be up to 20%, some ai even use them on raids to reduce the city defense. Also airplanes can still shoot them down. Maybe the first generation should be removed and you get instead a building like the bomb shelter.

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                            • #74
                              Originally posted by Bombardment
                              Dale, the beta 2 has also the worldmaps scenario included but I get a civbuilder error message. Anyway, the changelog didn't say anything that these scenarios are already added, so I think you just forgot to delete them.

                              There is also big exploit on tanks, they can attack directly from a landing boat . Didn't see any difference on PanzerIV but the new balance of tank destroyers changed the ai strategy, now they prefer artillery and tanks. If we talk about artillery, the AA guns should not be able to bombard. 2 tiles distance and the damage can be up to 20%, some ai even use them on raids to reduce the city defense. Also airplanes can still shoot them down. Maybe the first generation should be removed and you get instead a building like the bomb shelter.
                              AA fixed. Air killing them is acceptable to me. They're cheap and quick to build anyways.

                              BTW, units have always been able to fight from transports. At a penalty unless they had amphib promo.

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                              • #75
                                Originally posted by Harrier UK
                                Pacific theatre - option 2. (random start date - historic events)

                                The Pearl Harbor event was triggered in November.

                                When I reached the December date the pop-up appeared again.
                                Weird. I can't see any problems in the code (and never noticed anything like this before). Only thing I can think of is maybe the histEvents variable reset.

                                Is this the only time you've seen this occur?

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