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That's all I have to offer
Have you selected the map?
See my words below.
SMan is no more as far as I know
When you are in Mods select this mod and Quick Turns. That's all you need. If you don't have Quick Turns the game will run a little slower.
On the set-up screen choose Maps and go to Additional Maps. Near the bottom of all the maps is the one you're after. Select it and when you return to the setup screen you'll see small button in Maps. Once you've done that it will change the civs to only those in this mod.
I think I've got it right from memory. Good Luck
The best one I've seen so far is to subscribe to this mod from within the game - by pressing the "GET MODS" button at the bottom center of the screen in the MODS area. It seems to work more often when you enter this GET MODS area, find the mod, then subscribe. After returning to the game, you should see the mod start downloading at once.
If not, you'll have to experiment with the suggestions from google.
Sorry - this is a known Steam issue. There's absolutely nothing I can do to ensure this doesn't happen.
C:\Users\user\Documents\My Games\Sid Meier's Civilization 5\MODS
Where "user" is the account under which you installed Civ5 in the first place.
Under this MODS folder, you should see another folder called:
C:\Users\user\Documents\My Games\Sid Meier's Civilization 5\MODS\SMAN's World at War Scenario - The War to End All Wars (v 2)
This is the folder for this mod.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562925149/1744479063986176090/
So, getting the map done might be the easiest part. Adding custom civs is also fairly straightforward. However, using LUA to get the AI to "behave" in a certain manner is a time-consuming, often frustrating effort. Feel free to recycle any content I have here. If it saves you some time, it's a great thing. I find modding quite rewarding (once you get it working!) and it definitely makes the game more fun for me to play.
The "operational part" is by far the hardest part. You'll need to add a lot of LUA scripts (into the mod you created in ModBuddy) that direct the civs and units to do something useful/meaningful. And the methods available in the program's API are coarse, and don't always work so well - especially when dealing with moving units. There isn't a good/consistent method you can use to "move unit a from this point to that point." There are things that imply this kind of logic, but they don't work well, and are constantly overwritten by other logic in the game engine.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562925149/1744479063986176090/
The map must be moved before the scenario can be played.
Instruction:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562925149/1744479063986176090/
I'm hoping that once the mod's map is in the right place, the mod's instructions will work better for you.
Just to be sure: the change is to make all the African towns have Islam as their religion. Were there any other changes you were interested in?
Sometimes the game is difficult when it comes to Advanced Setup. It remembers / forgets previous settings in an unpredictable way.
However, this is also a specific events for Italy, allowing them to switch sides during the war, by declaring war on AH. They may also rejoin the war against France or the UK, if they have previously sued for peace.
Also - there is a new map in this mod. It also needs to be moved to the game's MAPS folder, replacing the original scenario map!!!
C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\SMAN's World at War Scenario - The War to End All Wars (v 1)
Where 'XXXX' is the user name where you installed the game. Do you see a folder called, 'MAPS' in this folder?
If so, look inside that folder for the map file:
WAW Scenario - War to End All Wars.Civ5Map
This is the file that needs to move to the game's Maps folder.
Also - what other mods do you have enabled? Do you have BNW installed?
So - using BNW, clear cache, and just enable this mod alone - absolutely no other mods (well, besides Quick Turns), and see if you have the same results.
The load time is quite a while, and the first game turn is excessively long (the playable civs have a lot of things going on in the background to set up the mod), but after that, the mod plays more-or-less like it should.
To clear cache: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562440077/1744478429696414681/
There's no way to prevent this, short of trying to overwrite a bunch of game code. And even then, I'm not sure it will completely prevent this bug.
It's one of the reasons I changed Caravans/Cargo Ships to not be able to use them the same turn they're bought/created (unlike in the original WAW mod).
By game turn 1, everything should be back to normal. So, if you don't establish a route on GT 0, the next turn you should be fine.
Based on a lot of changes in that scenario, I definitely plan to come back to this one to make some improvements that I think (ironically) will make this scenario more stable and perform better. Just a matter of when.
Whenifever I get back to this one, I'll take a look at adding playable Belgium and Holland to the mod. Could make for an ultimate challenge - the "mouse that roared" kind of thing.
And with only a couple of cities, would it be much fun constantly being overran?
I had a lot of similar problems playing as Serbia, but at least they had some ability to provide defense in depth... Meaning you weren't swept off the map the first couple of turns...