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World At War! V1.0 BETA

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  • World At War! V1.0 BETA

    Three files to download. I broke the MOD into pics, sprites & texts zips so it's more reliable on the download.

    Anyways, you can get it from here:


    This is just a BETA! In my last test game (yesterday) after 150 turns I was in serious wars with 4 AI's (2 of which were using subs as prowlers around my coast), in a peace-treaty with another, and only had 6 cities. It's very hard to get a leg-up in this MOD!

    The AI was constantly attacking me with stacks of up to 8 with a mix of biplanes, M1 artillery and early tanks! It was using them correctly!!!!

    It was also building chemical weapons a lot too.

    Anyways, give it a go. I'll attach the readme, tech tree and design notes (since the GL isn't finished) to this thread.

    Dale
    Attached Files
    Last edited by Dale; March 10, 2002, 22:33.

  • #2
    I took a look on the text files of your mod. I noticed that you use the Cradle version of the FortsForAIs.slc. That is not a very good idea as it gives the AI 2600 PW for free everytime it builds a for to connect its empire, use the version on my homepage for the default game, because the prize for the fort in your mod is 1000 PW like in the original game. If you don't want to download the version for the 1000 PW fort than just open the WAV_FortsForAIs.slc file and go to line 28 and alter the 3600 there to 1000. There is another problem in the Cradle version, the effect of this problem is that the for won't be created. Dave changed the order of the tile improvements in his CRA_tileimp.txt the consequence is that the fort has now the DB index 20 instead of 8 in the original game. To fix this go to line 31 and alter the number in the CreateImprovement event from 20 to 8.

    The next problem is that you are using MG_KillCityOption.slc v. 1.0. I already released version 1.3 that contains also a gain of gold and PW if you attack a city and an according loss of gold and PW if you lose a city. And finally a third button if you want to move the population to your own cities. As there are no problems to use it with any mods there is only the version for the standard game.

    Another problem is that you set the RIOT_LEVEL in your const.txt to 73 and the minimum happiness level that the AI has to achieve from your const.txt is 75. The result is that the AI waste resources to get a happiness level in each of its cities of 75 as minimum although it has just to achieve a happiness level of 73.

    Here are some other settings in your strategies.txt that are not optimal:

    Code:
        // bonus for building road tile improvements
        RoadUtilityBonus  200
          
        // bonus for building production tile improvements
        ImproveProductionBonus  150
    
        // bonus for building growth tile improvements
        ImproveGrowthBonus  100
    I would use 300 for the road priority, 120 for production and 130 for food improvements as Wes did it. Another problem is that the AI doesn't place any commerce tile improvements in your mod, there is a sollution on my homepage for the default game, that should also work in your mod. Of course I have admit that the code is not the optimal sollution for that problem but I have no time to make a better sollution.

    You should also check out Wes (MedPack 2.1) and my(GoodMod 0.98 textupdate) strategies.txt for new goals.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

    Comment


    • #3
      Dale:

      Many thanks for the release of this Mod I have been anxiously waiting for it.

      However, as per Martin's comments, I will wait until some adjustments to your Mod have been made (which I am sure will be done in no time).

      I hope a reasonable compromise/adjustment can be made.

      Thanks

      Comment


      • #4
        Martin:

        Thanks for the updates mate. I'll get them into the first update.


        Leonidas:

        No probs. But the only thing wrong with that theory is if everyone does that then no-one will test it and I won't know what else needs changing.

        Comment


        • #5
          V1.01 update!

          Okay, here's the first update. It contains everything that Martin said above.

          Just unzip to Call to Power 2 directory.

          NOTE: I can't guarentee this update works since I haven't tested it at home (I'm at work). However, I can't see anything that would cause an error.

          Let me know how you go. Read "WAW Version Changes.txt" for what's been updated.

          Dale
          Attached Files

          Comment


          • #6
            Hi Dale:

            I figured the changes suggested by Martin would be done pretty fast. So I'm downloading everything as I type this

            I don't know how much time I'll have to play it in the next couple of days, but I'll certainly try my best

            Many thanks for the work. . .

            Comment


            • #7
              Dale's CTP2 MOD site!

              In the trend of others here, I'm opening my own website dedicated to my work on CTP2. I'll be uploading all my scripts, MODS and whatever.

              You can find it here:


              There isn't much there yet, just a link to the WAW download page.

              Comment


              • #8
                It sounds great but unfortunately I don't have time to play now. I will definitely try them as soon as I get the chance though...
                Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                Comment


                • #9
                  Dale, when I try to access your site it gives me a "File Not Found" error, with Zero Catch logo. I would like to test your mod. This may be my return to CTP2 after many months.

                  Alex.
                  I watched you fall. I think I pushed.

                  Comment


                  • #10
                    Hi Dale:

                    I started playing last night. Great Mod. The AI is very aggressive, and I am only playing on "Hard" with 10 civs. It's great to play with all the toys in the modern era. . . The AI attacks with stacks. If I am using planes, the AI will attack with stacks that include mobile SAM units.

                    Just two things so far:

                    1) In GL: If I click on Propoganda I get a SLIC error - {null}:2764: Building not found in Building DB

                    2) Just curious: In the year indicator - is it possible to specify the actual years such as 1900, 1901. . . etc as time passes?

                    Right now, the turns are indicated by either just the turn itself (ie turn 55), or the game starts at "0 AD" and progresses from that point.

                    Great work
                    Last edited by Leonidas; March 10, 2002, 12:07.

                    Comment


                    • #11
                      Hi, I downloaded the mod. It looks great but I didn't manage to load the game with this mod via the modswapper. Some slic files seems to be missing. Where may I get those slic files?

                      Many thx...

                      Comment


                      • #12
                        or more exactely several functions seem to be missing.

                        Destroybuilding in the WAW_capturecity.slc

                        getpersonaliity, GetAgreementDuration, GetStopReasearchingAdvance in WAW_diplomod.slc


                        and many other function in the WAW_Frenzy.slc file and WAW_CompImpSForAIs.slc (tileHasImprovement)

                        Comment


                        • #13
                          yservel did you installed the CTP1 patch, if not no mod will work on your setup.

                          -Martin
                          Civ2 military advisor: "No complaints, Sir!"

                          Comment


                          • #14
                            WOWZERS!!

                            I played a few turns of this mod at Very Hard level, and was playing my normal game of "figure out how hard this will be", so I took a french city...

                            Five turns later, and I have stacks of 7 field artillery and fascists (french of course) wandering through my territory.

                            At which point I though to myself "Ah, that would be the frenzy kicking in, lets get some defenses up while they pilage my railways, and then prepare to counterattack"

                            And then the barbarians started arriving. The fascists I could cope with. The tanks were a bit annoying, but I draw the line at hover inf in 1950

                            Then the french started taking my cities...

                            I lost 3 (including my capital) before I went into the scenario editor and reverted to being the barbarians for a few turns, and the game degenerataed a bit.

                            I think I'll play to win next time. I think the Frenzy code works a lot better with fast units. It the ancient ages, things go faster than units. With units with 4 movement points, Frenzy is dangerous.

                            Nice mod Dale!
                            Concrete, Abstract, or Squoingy?
                            "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                            Comment


                            • #15
                              Originally posted by Martin Gühmann
                              yservel did you installed the CTP1 patch, if not no mod will work on your setup.

                              -Martin
                              I had two version of ctp2 that was probably the problem...

                              I begun a new game. It looks great. However, I already found a bug:

                              I visited two huts and two units have joined my glorious empire:

                              A samourai and a... warwalker!!! On the twelveth turn I already "conquered a great nation"...

                              Comment

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