Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's The World at War
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Update: 3 Apr @ 12:58pm

Minor change to Hotfix 6.4, fixing some broken project/league settings.

Update: 3 Apr @ 11:42am

WAW Version 6, Hotfix #4.

With so many changes in this version, the "wall of text" is too large to completely fit in this entry.

So, to review all the changes, please go to Civfanatics.


Link: https://forums.civfanatics.com/threads/smans-the-world-at-war.638328/post-16809118


Thanks!

Update: 7 Mar @ 11:25am

WAW Version 6, Hotfix #3.

With so many changes in this version, the "wall of text" is too large to completely fit in this entry.

So, to review all the changes, please go to Civfanatics.


Link: https://forums.civfanatics.com/threads/smans-the-world-at-war.638328/post-16793246


Thanks!

Update: 14 Sep, 2023 @ 12:55pm

V6 – Hotfix #2:
• Titanium is now available at the discovery of stealth. Titanium Mill is also now available at that same technology
• Cut the cost of the Nature Reserve in half (to 750 hammers), to adjust to its lower impact on happiness (since the Actualization Utopia building now provides a reduction in global unhappiness)
• Changed the WAW Hovercraft Promotion to allow helicopters & air carriers to hover over ocean tiles
• Skybases now hover over deep ocean tiles. Fixed a bug in the naming script that didn’t use the “carrier” naming tables for these units. Added a glowing animation used in many other Future War Era units.
• Adjusted the sizes of many units to better show progression as they upgrade from earlier to later era units.
• Adjusted the “unit level” of newly-created late Era units so prevent them becoming OP too quickly. They will now require a larger amount of XP to gain promotions. Impacted units: Air Carrier, Orbital and SubOrb Bombers, Plasma Fighter, Apocalypse Robot, Biodrone Swarm, Robot Infantry, Skystrike Fighter, LevTank, Plasma Artillery, Plasma SAM, Plasma Destroyer, and Plasma Cruiser.
• Recon Zeppelins now hover over coastal tiles, but do not embark. They may not fly over deep ocean tiles, but may be air transported via Airports.
• Automatons require Uranium to build. Updated mistake in unit help string that stated it required Transparent Aluminum.
• Fixed text problems with 3 World Congress Projects.
• Changed the background color to the WMD/Pollution notification icons from black to dark blue, so they stand out better.
• Adjusted the game speed clock so it better keeps pace with historical norms.
• Supercarriers now carry 8 aircraft units initially, up to 11 with promotions (was 6-9 previously)
• Spaceship Factory now available at Digital Revolution (vice Rocketry) – to get it closer to when component parts are available.
• Human Genome Project is now available the first time any civ discovers Photonic Integrated Circuits (vs Nanotechnology), letting it appear earlier in the game.
• Spaceship parts are now "capturable"
• Added the “goodyhut” upgrade to the Mobile SAM unit, which will convert it to the Laser SAM unit.
• Added Uranium to the requirements for the Apocalypse Robot, as previously stated.
• All Future War Era infantry (except Power Armor Infantry) units now require Oil. The Robot Infantry unit now requires both Oil and Transparent Aluminum.
• The Power Armor Infantry unit no longer receives the Motorized Infantry promotion, but it also never becomes obsolete. Your civ can always build at least one late-game infantry unit, even if you have no resources.
• Increased Nuclear Missile range from 12 to 16.
• Several late game units have increased maintenance cost, due to their extra complexity to maintain and operate.
• Added some customizing features to the unit namer scripts for British units
• Industrial pollution will occur more often
• Lowered chances of automatic AI fallout cleanup

Update: 3 Mar, 2023 @ 8:32am

Hotfix #1. Not many changes, but the first one was game-impacting:

- Fixed the reporting problems occurring when WMD attacks are launched.

- Also fixed the Bazooka arriving too late, at the same time as AT Missile unit. Bazooka now arrives at Materials Science and obsoletes at Manned Spaceflight, when the AT Missile unit becomes available.

- Also fixed a few text problems (e.g. clarified that a city can only have a Factory or a Modern Factory but not both, typos, etc.)

Update: 1 Mar, 2023 @ 12:05pm

WAW Version 6 Change Notes

Version makes a lot of changes, but also adds a lot of new content as well. Specific attention was paid to the late Cold War Era and later – attempting to fill out this Era in a manner similar to the way other Eras were designed. Many of the unit models were adapted from CJ’s "More than a Future" mod, with significant changes.

Finally, I want to think my collaborator on this, @KryptonianEmperor. A great deal of the good ideas on this mod came from him.

With so many changes, I’m certain there are many things I missed. Please let me know as soon as you see something broken. I’m expecting a few hotfixes, so a few more bug reports, ideas, suggestions, are greatly appreciated!

Sman1975
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Unfortunately, there is a limit to the length a post here can be made. Not enough to display all the change notes.

For a full list of changes, please go to this link:

https://forums.civfanatics.com/threads/smans-the-world-at-war.638328/page-14#post-16422502


Update: 15 Nov, 2020 @ 5:12am

Summary of Changes (V5, Hotfix 3): This hotfix was primarily a “harmonization” of various settings between this mod and the Unique Units, WW2 Civ Pack, and WW2 Scenario On Any Map mods. Cleaning up unit definitions and other technical issues which sometimes caused odd behavior in various mod combinations (e.g. if Main WAW and the WW2 Civ Pack were enabled, aircraft units from the Civ Pack mod could not attack cities. Playing the Civ Pack alone, they could.).


Specific Changes:

- Added a "City State relationship drops" to the “Enhanced Diplomatic Reaction to Nuke Attack" script. Now when using nukes, city states will lower their relationship to the attacking civ.

- Added a ranged horse unit in the Classical and Medieval Era. These are now part of a new scout upgrade path.
This path is now Scout (Ancient) > Scythian bowman (Classical @Construction) > Mounted Crossbowman (Medieval @Machinery) > Lancer (Renaissance @ Metallurgy) > Cavalry (Industrial/BE @Mil Science) > Armored Car (Modern/Great War @Motorized Logisitics)

- Added route increases in the Route_TechMovementChanges tables for certain techs in the tree: faster road movement at Industrialization, Precision Engineering, and Manufacturing. Faster rail movement at Motorized Logistics, Combustion, Mechanization, Combined Arms, Ops Research, Full Spectrum Warfare, Polymer Science, and Supply Chain Management. The improvement in rail movement will be quite noticeable with armor units as the game progresses - as it was historically.

- Added WHOWARD’s “Tech - Satellites Reveal Cities” – which reveals units around cities after the “Keyhole” project is completed.

- New function adjusts strategic amounts on the map at game start, similar to the SMAN’s WW2 Scenario On Any Map scenario. This creates unusual near-monopolies and bare areas all across the map - which will definitely impact military strategy to obtain rares resources, and make civs with a glut of those resources able to leverage that abundance accordingly. While, the mod adjusts the amount found in a tile, it doesn’t add/remove strategic resources to any additional tiles.

- Added a “Severe City Penalty” to melee ship units of all kinds. All melee ships now have a 90% penalty when attacking cities. They can still capture cities, but will need assistance to actually reduce city defenses.

- Added a test inside the VP compatibility script, which prevents it from injecting an error into the database log when VP is not enabled.

- Added a minor nerf to the Warmonger penalty settings. AI civs will factor warmonger stats a bit more than before, making them more reactive in warmonger situations.

- Added Greece to the Unit Namer Script, allowing them to receive custom, civ-specific names for their units.

- Adjusted many entries in the Ottoman tables in the Unit Namer Script, to provide a more historically-accurate set of names for the Ottomans.

- Added 10 Roman and 5 Ottoman custom civs to the Unit Namer Script.

- Removed the references to WW2 Civ Pack and WW2 On Any Map mods, placing the references into those mods, so that the Main WAW mod would execute first.

- Hid the notification buildings from Civilopedia, so these “dummy” buildings don’t appear in that feature.

- Made several adjustments inside the unit definition tables, correcting minor problems in many unit definitions. Units now look/act more like “normal” units of their type, and should behave more stably. *



* Technical Changes: Here is a list of specific adjustments made to units:

- Ensured all IFV’s were categorized as UNITCOMBAT_GUN, not armor.
- Ensured all “Paratrooper” type units (incl. later paradrop units) only used UNITAI_PARADROP.
- Added UNITAI_MISSILE_CARRIER_SEA to all ships/subs that can carry missiles.
- Added FLAVOR_NUKE to ships/subs that can carry nukes.
- Ensured fighters have UNITAI_DEFENSE_AIR as default.
- Ensured all NAVAL_MELEE units had IgnoreBuildingDefense set on.
- Changed ArtDefines (Weapons) for all Fighers and Dive bombers to make sure they only used 2 attack animations, and not 3.
- Ensured Art Defines Unit Infos contained the FighterWing formation for all fighter units.

Update: 24 Sep, 2020 @ 11:24am

Summary of Changes (V5, and 2 hotfixes):

- Numerous changes/adjustments to ensure full-compatibility with the new “WW2 Scenario on Any Map” companion mod

- Added the “Enhanced Diplomatic Reaction to Nuclear Attack” function: now, when nukes are used, many more civs will denounced and declare war, with a small number of these wars being permanent

- The mod will periodically convert permanent wars to "normal" wars that can be stopped

- Infantry units now become obsolete at “Digital Revolution” instead of Ecology, so that you will always be able to build basic infantry units, even if you don’t have any oil

- Added the “Ski Troop” unit, which replaces the Halftrack unit for civs that start on Tundra tiles (e.g. Russia)

- Improved anti-air defenses of Heavy Destroyer, Missile Destroyer, and Railgun Destroyer units. They are now much harder to destroy with air units than before

- Fixed the attack animation for the Rocket Launcher unit

- Embarkation speed has been lowered

- Fixed the Motorized Rifle promotion icon

- Put a train limit on "Special Forces" units, similar to Paratroopers who are limited to 12

- Add special promotion to all Naval Melee units: can still capture cities, but greatly reduce their attack strength vs cities (-33%, just like Horse-based units)

- Tank unit now obsoletes at "Computers" when the Main Battle Tank (Cold War Era) becomes available. Now, during the later WW2 Era, any city can still build the Tank unit, since the Heavy Tank unit requires the Armaments Plant to build. This is consistent with other changes in the past, where we need to make it possible for cities across the empire to at least generate some combat power, even if they don't have the cutting edge buildings in the city. So, any city in a civ can always build WW2 Infantry, Tank, Artillery, Fighter, and Bomber units.

- Add upgrade of Artillery to Rocket Artillery

- Increased movement speed for Great Admirals, who now move 7 instead of 4; sped up movement animation

- Added the WAW Civs from the “WW2 Scenario on Any Map” mod to the standard unit namer script

- Fixed a duplicate/typo in some German ship names

- More fixes, mostly cosmetic, under-the-hood kinds of fixes; nothing impacting gameplay

Update: 10 Sep, 2020 @ 3:16pm

Update: 3 Sep, 2020 @ 11:03am