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  • The World at War! Ideas & Discussion.

    What follows is the first draft of a design brief for a MOD I've got in mind.

    Code:
    ---------------------------------------------------------------------------
    World At War! MOD
    
    - Dates: January 1900 to December 1949.
    - Turns: 600.  Each month is a turn.
    - Based on the history of the World at War incorporating World War I & II.
    
    [b]Starting situation:[/b]
         1. Start with one established city.
              . Size: 10.
              . Starts with basic infrastructure.
              . Starts with Factory.
         2. Start with 3 settlers.
         3. Start with 3 riflemen.
         4. Start with 2 artillery.
         5. The first tech on the list is "Tank Warfare".
         6. Start with pre-established government.
         7. AI's start with a random "plan".
              - Agressive attacker plan.
                   - Agressively builds units and military infrastructure for attack.
                   - Agressively uses diplomacy for demands and ultimatums.
                   - Agressively seeks to conquor.
              - Follower attacker plan.
                   - Agressively builds units and military infrastructure for attack.
                   - Uses diplomacy normally.
                   - Follows Agressive attacker when conquoring.
              - Agressive defender plan.
                   - Agressively builds units and military infrastructure for defense.
                   - Agressively uses diplomacy for keeping the peace.
                   - Agressively defends itself and allies.
                   - Agressively helps friendly neutrals attacked by enemies.
              - Follower defender plan.
                   - Agressively builds units and military infrastructure for defense.
                   - uses diplomacy normally.
                   - Follows Agressive defender when defending.
              - Sleeping giant plan.
                   - Normally builds units for defense.
                   - Agressively builds infrastructure for development.
                   - Uses diplomacy normally for everything.
                   - Agressively seeks allies and friends.
                   - When attacked agressively builds units for defense/attack.
                        - Changing percentages from "agressive defense" to "agressive attack".
                   - Agressively defends itself and allies.
                   - Agressively helps friendly neutrals attacked by enemies.
         8. Everyone neutral to each other.
         9. Regard for similar governments enhanced.
         10. Regard for opposite governments decreased.  (Except Sleeping giants)
    
    [b]Gameflow Aims:[/b]
         1. To simulate the political, economic, scientific and military upheaval during the first 50 years of the 20th Century.
         2. To allow for a game full of diplomatic intrigue, alliances, betrayals, aggressors, defenders and scientific 
    
    achievement.
         3. To allow the player to have a full-length game based on modern warfare using ground, sea and air forces common to the 
    
    period.
    
    [b]Features:[/b]
         1. Unique tech tree based on the period.
         2. Variety of units based on the period.
         3. An AI that attacks, defends, researches and is diplomatic according to their personality.  (See above)
         4. Historic events like Communist revolutions, ethnic purging, chemical trench warfare and the Great Depression.

  • #2
    Sounds interesting.

    You might have some trouble in getting all the required unit graphics together though...

    AI work would seem to be very time-consuming too, but very useful for other mods too, so certainly worth the effort...

    Why not make it a scenario (with a map of Europe or even the entire world) instead of a mod?
    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

    Comment


    • #3
      Locutus:

      Unit graphics - From my unit list (see attached file) you'll see that the unit graphics either exist or are in the WW2 scenario. I'm trying to keep the number of unit types down so the AI finds it easier to keep up.

      AI - Peter's diplo script will be extremely useful for this. Very busy AI diplomacy fits into the era perfectly. May just need a little refinement, but that's okay. As for the rest, it's pretty much all text files and SLIC's that we already have.

      Scenario vs MOD - As for why I want to make it a MOD, I just love that time period. Therefore I wanted to make a MOD where I could start a new Civ with the techs of the period and see how I fair. With monthly turns, it still comes up as 600 turns. Obviously, the smaller the map and more Civs in the game, the better it will be. But that's where I'll change the map sizes to suit. As for scenarios, I'm sure it'll be easy to setup WWI, WWII, theoretical and historical scenarios once the MOD is written. By writing a specific MOD for the period, it opens up for scenarios based on the period with ease.




      All:

      Take a look at the following file which includes the tech tree, units, buildings and wonders for the game. Tell me what you think.
      Attached Files

      Comment


      • #4
        Originally posted by Dale
        Unit graphics - From my unit list (see attached file) you'll see that the unit graphics either exist or are in the WW2 scenario. I'm trying to keep the number of unit types down so the AI finds it easier to keep up.
        Wow, that's a very small list indeed. Maybe even too small for a game that's supposed to last 600 turns? Doesn't that get very boring for the human player? I originally had some concern because I thought you were going for a full-blown tech and unit tree, now I fear you might be making it too short The WWII scenario alone offers you 5 tanks and 16 infantrymen (although most of those latter only differ in uniform color) and the original games (CtP1&2) offer some nice units as well, you can afford to expand the tech tree a little bit (but less units for the AI is a good point as well)...

        AI - Peter's diplo script will be extremely useful for this. Very busy AI diplomacy fits into the era perfectly. May just need a little refinement, but that's okay. As for the rest, it's pretty much all text files and SLIC's that we already have.
        Agreed, that should work well.

        Scenario vs MOD - As for why I want to make it a MOD, I just love that time period. Therefore I wanted to make a MOD where I could start a new Civ with the techs of the period and see how I fair. With monthly turns, it still comes up as 600 turns. Obviously, the smaller the map and more Civs in the game, the better it will be. But that's where I'll change the map sizes to suit. As for scenarios, I'm sure it'll be easy to setup WWI, WWII, theoretical and historical scenarios once the MOD is written. By writing a specific MOD for the period, it opens up for scenarios based on the period with ease.
        Very good point...




        Take a look at the following file which includes the tech tree, units, buildings and wonders for the game. Tell me what you think.
        Very nice indeed. Can't see much wrong with it. Well, maybe rename boatyard to shipyard, has a better ring to it IMHO. And maybe replace V2 with V1 or add the V1 seperately, it was far more widely used (although not nearly as effective).
        Maybe add Marines for Amphibious assaults. Then again, the AI might not be too fond of that...
        Anyway, looks good overall. If I have more comments I'll let you know.
        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

        Comment


        • #5
          Locutus:
          I've re-worked the techs/units/buildings/wonders and come up with the following. Also, I've fixed up the excel file so it actually looks like a tech tree now. Tell me what you think.

          BTW, when I mean Axis, Allies or Russian, this means that I'll split the civs in a game into three tech groups, and those three groups get slightly different units based on which group they fit into. I don't necessarily mean that the US, UK, France, Canada and other Allies get the same units each game, or that Germany and Italy get Axis units each game. It'll be random but tending towards an equal amount of Civs per group. Got that?

          -------------------------------------------------------------

          Units:
          Land:
          Rifleman (All - at start)
          Artillery
          - Light field gun (All - at start)
          - Artillery (M1 6 inch) (All) (Assembly Line)
          - Heavy Artillery (M2 155mm) (All) (Radar)
          Cavalry
          - Dragoon (All - at start)
          Early tank (All) (Assembly Line)
          Infantry
          - Machinegunner (All - at start)
          - Marine (All) (Radio Broadcast)
          - Stormtrooper (Axis) (Assembly Line)
          - Infantry Regt (Allies) (Assembly Line)
          - Red Army Corp (Russian) (Assembly Line)
          Tank
          - Light tank (All) (Motorised Warfare)
          - Mark IV tank (Axis) (Motorised Warfare)
          - Tiger tank (Axis) (Motorised Warfare)
          - Matilda tank (Allies) (Motorised Warfare)
          - Sherman tank (M4) (Allies) (Motorised Warfare)
          - T34-86 tank (Russian) (Motorised Warfare)
          - KV-1 tank (Russian) (Motorised Warfare)
          Motor infantry
          - Mech. Infantry (M3A1 half-track) (Allies & Russian) (Motorised Warfare)
          - Panzer Grenadiers (SdKfz 251) (Axis) (Motorised Warfare)
          Anti-air
          - Anti-air gun (field) (All) (Radar)
          - Heavy Anti-air gun (city) (All) (Radar)

          Air:
          Biplane
          - Hs-123 (All) (Powered Flight)
          Chemical bomb (All) (Chemical Weapons)
          Fighter
          - Bf-109 (Axis) (Radar)
          - Me-262 (Axis) (Radar)
          - Spitfire (Allies) (Radar)
          - Mustang p-51 (Allies) (Radar)
          - Yakolev Yak-9 (Russian) (Radar)
          - La-7 (Russian) (Radar)
          Bomber
          - Ju-87 Stuka (Axis) (Advanced Flight)
          - B-17 Flying Fortress (Allies) (Advanced Flight)
          - Stormovik Il-2 (Russian) (Advanced Flight)
          Paratrooper (All) (Nylon)
          Rockets
          - V1 (Axis) (Rocketry)
          Nuke (Allies & Russian) (Manhatten Project - Nuclear Reaction)

          Sea:
          Battleship (All - at start)
          Battle cruiser (Allies) (Naval Warfare)
          Cruiser (All) (Naval Warfare)
          Transport ship (All - at start)
          Submarine (All) (Assembly Line)
          U-boat (Axis) (Electronic Warfare)
          Patrol boat (All) (Naval Warfare)
          Aircraft Carrier (All) (Naval Warfare)
          Destroyer (All) (Electronic Warfare)

          Special:
          Diplomat (All - at start)
          Spy (All - at start)
          Freight truck (trade) (All - at start)
          Urban developer (All - at start)
          Propeganda (All) (Radio Broadcast) (Similar to cleric abilities)

          --------------------------------------------------------------

          Buildings:
          Capital - One per Civ. Default effect.
          Food Silo - Infrastructure. Prevent starvation.
          Cathedral - Infrastructure. +50% happiness.
          Hospital - Infrastructure. Reduces crowding.
          Sewers - Infrastructure. Reduces crowding.
          Power Plant - Infrastructure. +25% production.
          Stockmarket - None. +50% commerce.
          Shipyard - None. Repairs ships.
          Factory - None. +25% production.
          Airport - Powered Flight. +25% commerce.
          Manufactoring - Assembly Line. +50% production.
          Radio Station - Radio Broadcast. Immune to propeganda.
          Television Station - Television. -50% unhappiness.
          Radar Station - Radar. +50% defense.
          Computer Lab - Transistor. +50% science.
          Nuclear Pile - Nuclear Reaction. Allows Manhatten Project.

          ---------------------------------------------------------------------

          Wonders:
          Model T Ford - Assembly Line. -50% unhappiness Civ.
          Cure For Syphilis - Drugs. -50% war weariness Civ.
          Social Toleration - Eugenics. -50% unhappiness Civ.
          National Surveylance - Radar. Radar station in each city.
          Supercomputer - Electronic Computing. +50% science Civ.
          Manhatten Project - Nuclear Reaction. Allows Nukes.
          Attached Files

          Comment


          • #6
            Wow, looks great I very much like the unit tree...
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

            Comment


            • #7
              Looks like you guys are doing a pretty thorough job on this. I can't wait to play it.

              All the best in your efforts

              Comment


              • #8
                Thanks guys.

                Well, I'm oncall for work next week, so don't need to turn up. However, I'll be working on this all week. So when I get back to work in a week's time (where I have net access) I'll hopefully have something to play.

                Comment


                • #9
                  Dale,

                  A bit of info... Since you will most likely be creating a set of units for this Mod, here are the numbers designated for the new units in Cradle, so that you will not cause any file overwrites. Most shouldn't be an issue - if you are going by the list set up for MedMod (I used that list too), but there were some numbers not in designated in that MedMod list that I used for units in Cradle (These are marked with an asterix)

                  SPRITE_SLAVEMASTER 4
                  SPRITE_MUHAMMAD 6
                  SPRITE_BIREME 7
                  SPRITE_HYPASPISTS 8
                  SPRITE_ALEXANDER_THE_GREAT 8
                  SPRITE_TREBUCHET 11
                  SPRITE_ULYSSES_GRANT 20
                  SPRITE_FRANCIS_DRAKE 21

                  SPRITE_GALLEON 26
                  SPRITE_REVOLUTIONARY 34
                  SPRITE_DWIGHT_EISENHOWER 38
                  SPRITE_NORMAN_SCHWARZKOPF 46
                  SPRITE_ELEPHANT_WARRIOR 81
                  SPRITE_LEGION 83
                  SPRITE_CAESAR 83
                  SPRITE_PRAETORIANS 84
                  SPRITE_CATAPHRACT 86
                  SPRITE_CORACLE 87
                  SPRITE_PEZHETEROI 88
                  SPRITE_COMPOSITE_ARCHER 89

                  SPRITE_NOMAD 111*
                  SPRITE_TEUTONIC_KNIGHT 114*
                  SPRITE_CHARLEMANGE 114*
                  SPRITE_HERNAN_CORTES 114*
                  SPRITE_ARQUEBUSIER 119*
                  SPRITE_WARRIOR 124*
                  SPRITE_HEPTIREME 125*
                  (I think the above numbers were designated in the unit list, but I am not sure - but at this point in time, there hasn't been any Cradle/MedMod conflict reported)

                  SPRITE_PROPHET 151
                  SPRITE_SLINGER 153
                  SPRITE_JAVELIN_CAVALRY 154
                  SPRITE_HAMMURABI 154
                  SPRITE_HORSEMAN 155
                  SPRITE_NEBUCHADNEZZER 155
                  SPRITE_CHARIOT 156
                  SPRITE_RAMSES 156
                  SPRITE_SPEARMAN 158
                  SPRITE_JANISSARY 159
                  SPRITE_MAN_AT_ARMS 160

                  SPRITE_GALLEY 163*
                  SPRITE_HURRICANE 176*
                  SPRITE_CATAPULT 180*
                  SPRITE_CROSSBOWMAN 188*
                  SPRITE_DROMON 189*
                  SPRITE_SLAVER 190*
                  SPRITE_BELFROI 197*
                  (The above numbers had not been claimed, so I claimed them for Cradle units.)
                  Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
                  ...aisdhieort...dticcok...

                  Comment


                  • #10
                    Hey Dale,
                    sounds very intresting, i'm not a massive fan of ww1/ww2(i'm an 'ancient' fan), but i'd love to play it! I'm very intrested in how the focus on a shorter span of history, with the reduced time per turn will affect the players level of involvement with his/her civ(i think it might increase it ).And by having it as a 'world war' mod the focus will be pretty obvious - it could be fantastic to play in multiplayer mode Please hurray!
                    'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

                    Bush's Republican=Neo-con for all intent and purpose. be afraid.

                    Comment


                    • #11
                      Sounds great, Dale. Hope it turns out well.

                      Comment


                      • #12
                        Hey Dale,

                        I have prepared a big map of Europe (250*346), maybe you could use this map.
                        Look to my Homepage:
                        http:/home.t-online.de/home/dteetz/

                        Comment


                        • #13
                          I like the timeline this scenario/modpack will cover.

                          You guys have all the experience and knowledge needed to turn out something great.

                          I hope it will reach "Beta" stage soon.

                          Let us know if you need beta testers

                          Comment


                          • #14
                            Help with a WWII Scenario Idea

                            One major idea I have had and hope somebody could help put together for me would be a Oil Tanker (Ship) and Resupply unit (Land).

                            Basically I want to have ships requiring fuel and not automatically be refuled by calling in at a city, unless that city has something like an oil refinery.

                            The Oil Tanker unit would need to have the ability to refuel x number of ships or even better a set amount of fuel to refill other ships when entering the same square.

                            Oil tankers would then have to be refueled at a port with an oil refinery.

                            Also I would have a gound based Resupply unit something like Harlans excellent WWII 6x6 transport truck that is required to resupply(Refuel) ground units.

                            Comment


                            • #15
                              Basically I want to have ships requiring fuel and not automatically be refuled by calling in at a city, unless that city has something like an oil refinery.
                              How about also allowing the airport terrain improvement to behave as a military base and allow both land and air units to refuel there?

                              Also, following this train of thought, would it be a good idea to use the port terrain improvement as a naval base to refuel ships?

                              Comment

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