Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's The World at War
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Update: 24 Sep, 2019 @ 12:22pm

Changes Summary for V4:

GENERAL
- Removed the "Commerce" requirement from the Freight Depot
- Added counter-espionage capabilities to many normal and WAW buildings. Remember that Constabulary and Police Stations reduce enemy spy stealing rate by 25%, respectively. The numbers in parenthesis show how much these buildings do the same: Barracks (3), Walls (3), Castle (3), Armory (3), Arsenal (3), Mil Academy (3), Mil Base (3). These WAW buildings now also have counter-spying abilities: Civil Defense (10), Adv Warfare Facility (3), Def. Sat System (6), High Court (2), Natl Mil Academy (1), Natl Naval Academy (1), Natl Air Force Academy (1). It is now possible to raise the counter-spy effort to 90% without Wonders, 95% with Wonders. Yes, spies may be dropping like flies, but it that really a problem…? ;)
- Lowered the Culture bonus of the railway station's culture from 5 to 3, to match what it says in the description
- Checked to make sure replanting forests yields Production to the nearest city
- Added British city names (for my own personal playing style…)
- Updated the Freight Depot help key - to show that Coal was required to build
- The Work Progress Administration wonder is now "purchasable" with gold
- Added a build limit for the Nuclear Weapons Lab (5)
- Lowered the cost of Bomb Shelters
- Fixed some incorrect font icons
- Expanded the Unit List popup window for Cities or Carrier units, to allow for longer unit names. This is especially needed for some of the units from the Unique Units mod
- Fixed some of the repetitive Technology quotes; added some new ones
- Cleaned up many discrepancies, errors, typos, etc.


UNITS:
- "Normalized" all unit costs, strengths, promotions, etc. Now they should represent more evolutionary progress through the Tech Tree, in a much more consistent manner
- Reconfigured every unit's ArtDefines files, removing the .sql file and adding corresponding commands in the basic unit .xml file. While .xml might execute more slowly than .sql, the file handling overhead more than defeats that advantage. The new approach should speed up mod load times (slightly)
- Added several missing trigger files, which should improve their corresponding units' attack animations
- Added MariusMagnus' namer fix for the Localization problem on late-start games
- Adjusted the naming function so that it can accommodate alternative Custom Civs. See the Unique Units mod for more details (https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562535329/1629663905430904945/)
• Some units' Icons/Flags were adjusted
• Re-wrote almost all unit Help text keys, to help a player remember where the unit fits into the overall unit role evolutionary path, and what resources are required for the unit. This was primarily done, so that all the unit variants from the Unique Units mod could reuse those keys without needed their own


AIR Unit changes:
• Added the Dive Bomber Unit, a fighter nominally weaker than the Fighter Mk I, but with the Bombardment I and II Promotions (+66% Combat Strength against Land Units)
• Added the Fighter Mk III Unit, a late-WW2-Era Fighter, with better strength than the Fighter Mk II and longer range than the Advanced Fighter, receives the Bombardment I promotion
• Heavy Bombers and Advanced Bombers now receive the Evasion I promotion
• Added the Anti Air I Promotion to the Zeppelin, so they will be more damaging to early fighters
• Lowered the Advanced Bomber range from 12 to 10
• Guided Missiles no longer become obsolete
• Added the "Divine Wind" promotion, which can only be used by Japanese Kamikaze Units (from the Unique Units Companion Mod). This promotion adds +100% Combat Strength vs Ships, +50% Combat Strength vs Armor Units. Earns points toward a Golden Age for each enemy unit killed
• Recon Plane/Jet units now receive the Intercept Promotion, allowing them to perform Interceptions, albeit at a much weaker rate than a normal Fighter of the Era
• Put the build limit (8) for Wild Weasel units into the HELP text key


LAND Unit changes:
• Added the "Motorized Infantry" Promotion, allowing late-Era Infantry units the ability to use enemy roads/railroads as if they were friendly
• Removed the ability to pillage from all 'mobile scout' units (tenders, etc.) – Helicopter units still can pillage
• Most Siege Units have had their Ranged Strength increased
• The "Hovercraft" Promotion that Helicopter Units receive now has additional anti-armor damage
• Changed the Scout's "goodyhut" upgrade - from Lancer to Horseman. Kept the "normal" upgrade at the Lancer unit. This prevents Lancers from appearing in the first turn of the Ancient Era
• The " De Oppresso Liber Promotion" Promotion that Special Forces & BlackOps units receive now reduces the Combat Strength of adjacent enemy units by 15%
• Changed Bazooka upgrades from Mobile Infantry to Main Battle Tank
• FLaK Units no longer become obsolete. This allows a Civ with no Oil or Uranium on hand to at least be able to build some form of anti-air unit
• Corrected the "goodyhut" upgrade of the SP Artillery Unit to Rocket Artillery, not Laser Artillery
• Knights obsolete at Metullurgy, not Military Science


SEA Unit changes:
• Added a new unit, Predreadnought, which takes the place the Protected Cruiser used to occupy – as the 'Main' ranged naval unit of the Belle Époque Era
• Converted the Protected Cruiser to a hybrid naval melee/ranged unit, and moved it to the 'Late' melee ship unit of the Belle Époque Era
• Added a new unit, Destroyer Escort, which is the Main WW2 Naval Melee unit (between the Corvette and the Heavy Destroyer)
• The Battleship and Heavy Battleships were given promotions to help them be more effective against land troops (BB = Bombardment I, II, and Heavy BB = I, II, and III)
• Naval Ranged Ships from Battleship and later received the Targeting I and II promotions, to make them 66% more effective against other ships
• Adjusted naval melee unit movement/promotions. Now, only Ironclad, Torpedo Gunboat, and Torpedo Boat Destroyer units have the "Double Move on Coasts" promotion. Other naval melee units have increased movement speed. New movement speeds for these units: Ironclad (3), Torpedo Gunboat (3), Torpedo Boat Destroyer (3), Destroyer (5), Flotilla Destroyer (6), Corvette (6), Heavy Destroyer (6), Aegis Destroyer (6), Missile Destroyer (7), Railgun Destroyer (8)
• Changed the Fleet Sub obsolete tech, so that it obsoletes when the Cruiser Sub becomes available
• Flotilla Destroyers now obsolete at Combined Arms, when Corvettes become available
• Changed Carrier obsolete tech to Full-Spectrum Warfare from Materials Science – this prevented the situation where you could not build any carrier units, due to which Techs were discovered
• Lowered cost of Belle Époque Era naval melee units
• Changed some Great War surface ships (Light Cruiser, Torpedo Boat Destroyer, not Carriers or Subs) to require Coal, not Oil
• Ironclad now obsoletes at Telephony
• Adjusted Nuclear Sub stats to place it properly in the Sub evolution timeline
• Resized the Protected Cruiser, to make it a bit smaller
• Beefed up the Railgun Cruiser's attack animation, hoping to make it look more menacing
• Changed the incorrect Advanced Start Cost of 10 to the correct number (60) for Armored Frigate and the Predreadnought units
• Protected Cruiser now has the "Can See Submarine" Promotion
• Fixed Brit ship name – changing it from Barfleur to Harfleur

Update: 19 Jan, 2019 @ 10:02am

Version 3 Fixes/Adjustments:

- Fixed the CTD when players switched to Strategic View
- Fixed the Tech Tree Scrolling problem - Changed Combat Medic promotion to a custom, and removed all references to Terrace Farms
- Added the 'Dive Bomber' unit (WW2 fighter that specializes in attacking land units)
- Made adjustments to the main WAW mod to accommodate changes in the "Irregular Units", "Modern Terrain Improvements", "Unique Units" companion mods
- Added more prereq techs – giving more vertical bars – slows down beelining
- Fixed several AA unit upgrade paths
- The Naval Academy National Wonder awarded the "Mobility Promotion", where it should have been awarding the "Ocean Movement" promotion instead (similar to Elizabeth's Unique Ability).
- Changed Scout upgrade path to Lancer, and Lancer to Cavalry
- Replaced 1 icon from an obscure VP mod, due to disgruntled request
- Adjusted the code to allow a player to build an Atomic Bomb if they have a Nuclear Weapons Factory. Previously, you needed the Nuclear Research Facility to build this unit. Now you can build it if you have either building in a city
- Adjusted Naval melee / ranged unit stats – for balance
- Made changes to ensure that only Heavy Battleships can hold missiles, not earlier naval ranged units
- Added goody class upgrade for Paratroopers to Special Forces
- Fixed upgrade paths on Great War Era Artillery units
- Reduced all missile unit costs 15%
- Updated unit icons/flag atlases to add many units from the Irregular Units and Unique Units mods
- Normalized Cruisers obsolete techs at Astrophysics
- Changed UnitPanel UI to display the unit class name ToolTip, so it shows the class name instead of the unit name when hovering over the large unit icon
- Nerfed Air Defense units – assigned a lower Intercept promotion level; lowered strength
- Added some missing animation/trigger files
- Increased Barbarian Camp gold (x3)
- Cleaned up Fleet Carrier files
- Increased turn interval between AI unit automatic upgrader from 3 turns to 5
- Fixed animation on the Diesel Sub – didn't work properly when it was attacked

Update: 27 Nov, 2018 @ 11:29am

Summary of Changes (V2)

General:
- Added the x32 sized Icon files
- Removed the flag in the Transparent Aluminum Civilopedia entry so it no longer suggests the Resource can be found in Hill tiles.
- Changed the text key for the "Bribe" promotion for land units that now says, "Capture Chance if Defeated: XX%"
- Changed the AI settings for two keys: OPINION_WEIGHT_MINOR_CIV_NONE and OPINION_WEIGHT_WONDER_NONE. Set the values to 0. Previously, if you weren't competing with an AI Civ for a City States' favor and hadn't built wonders that they wanted, it would grant you favor with the AI Civ, but the message that it showed said the opposite was true.
- Changed the Chateaux Terrain Improvement's Help key to reflect that any Civ can now build it, not just the French Civilization.
- Changed the TXT_KEY_REVEALS_RESOURCE_ON_MAP text key to reflect that some latter-Era Resources are not found on the map, but must be manufactured. This is to help reduce confusion about Transparent Aluminum, which is one of these Resources. I also expect other, similar late-game Resources to be added in the future. Since this key is created/used by the game engine, it isn't possible to change it dynamically without replacing the entire Tech Tree UI – which is like using a grenade to take out a fly…


Buildings:
- Fixed the duplicate Deep Mine building. The GW building is now called the Industrial Mine, as was originally intended
- Restored the requirement for Constabularies in all cities before the High Court national wonder could be built.
- Modified the Ranch so it produces food without requiring nearby Cow or Sheep Resources. It still provides bonuses if those Resources are present (1 Gold / Horse, 1 Food / Cow & Sheep)


Units:
- Scouts & Shoshone Pathfinders upgrade to Lancers.
- Changed Lancers to upgrade to Cavalry. Cavalry now upgrades to the Armored Car.
- Changed the upgrade path for the Cruiser (WW2 naval ranged) from the Missile Cruiser to the Heavy Battleship.
- Changed the Prereq tech for Fleet Carriers to Materials Science, so they become available as soon as the normal Carrier unit becomes obsolete
- Mechanized Infantry now upgrades to Powerarmor Infantry
- Bazookas now upgrade to Mobile Infantry (until I can add a better unit alternative)
- Fixed the Combat Strength of the Robot Infantry unit, which was incorrect before. It is now 140, instead of 110
- Removed obsolete techs for certain units, so it would be possible to build at least some units if your civ is low on late-game Resources (Aluminum , Oil, Uranium, etc.): Artillery, Bazooka, Infantry
- Changed Howitzer obsolete tech from Mechanization to Combined Arms.
- Changed the prereq Tech for Imperial Rifleman to Dynamite instead of Topography, so it becomes available sooner. Also moved the prereq Tech for the War College National Wonder to Dynamite. These units receive the Charge, Discipline, and Shock Promotions when built. Normal Rifleman units now upgrade to Great War Infantry.
- Changed some names in the Unit Namer script to remove unprintable characters.
- Changed the prereq Building for the Nuclear Research Lab from the Freight Depot to the Research Lab.
- Changed the prereq Tech for the Advanced Warfare Facility from Superconductors (Future War Era) to Nuclear Fusion (Cold War Era).
- Changed the name of the 'ICBM' to the 'Superheavy ICBM' – to move it later in concept, where it actually resides on the Tech Tree
- Adjusted the cost of several ships to make them more balanced: Torpedo Boat Destroyer is now 250 (vice 300), Destroyer 275 (vice), Flotilla Destroyer 300 (vice 400), Corvette 325 (vice 375), and Heavy Destroyer 400 (vice 450).
- Removed the City Siege Promotion from WW2 and earlier Era artillery units. Added the Accuracy 1 Promotion to the Field Gun (BE Era), and the Accuracy 1 & 2 Promotions to Great War and World War II Era Arty Units (Heavy Field Gun, Howitzer, Field Howitzer, Heavy Field Howitzer, and the normal game Artillery). Artillery Units will now have a much better punch against troops in the open.
- German Landsknecht Units now obsolete at Rifling, and upgrade to Line Infantry Units.
- Changed the prereq Tech on the Missile Destroyer from Globalization to Nanotechnology (the latter Tech provided nothing, just an empty box).


Tech & Tech Tree Changes
- Added the Manufacturing prereq to Railroads, so that Light Cruisers could not be researched before Dreadnoughts.
- Added the Steam Power prereq to Telephony, so that the Torpedo Gunboat could not be researched before the Ironclad.
- Added Evolutionary Thought as a prereq to Electricity to slow down beelining
- Added the Motion Pictures prereq to Electronics, so that the Diesel Submarine could not be researched before the Submarine.
- Flight is now a prereq Tech for Motorized Logistics.
- Motorized Logistics is now the prereq Tech for Ballistics and Combustion.
- Assembly Line is now a prereq Tech for Ballistics
- Added the Radar prereq to Modeling and Simulations, so that the Mk II fighter could not be researched before the Mk I Fighter.
- Added the Television prereq to Mobile Tactics, so that Mobile Infantry could not be researched before Mechanized Infantry.
- Changed prereq Tech to "reveal" Transparent Aluminum from Nanotechnology to Cold Fusion. As the Resource can only be created by the TransAlu Mill (available at Cold Fusion), it makes no sense to associate the Resource with an earlier Tech.

Update: 11 Nov, 2018 @ 3:51am

Initial upload.