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But generally I thought +1 range or + movement when starting turn on this tile would be really cool.
Currently, I'm updating my "Lord Mayors" mod, which deals with automated City management. This concept seems like a better fit there:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1896366231
Or perhaps it begs the question about improving the VP compatibility in the main WAW mod. I was making some decent progress there, but my main collaborators (who know VP) dropped off the radar. Since I don't play VP, this stopped the efforts in that area.
C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\SMAN's The World at War - Terrain Improvements (v 1)\DATABASE\FutureImprovements
Where XXXX is the user account you installed the game under.
Simply delete the folder and/or the file "FutureImprovements.xml" inside the folder. This will generate an error in the XML log, but shouldn't impact gameplay.
I know it doesnt have to do with ww1 but i think it would work great with your other mods
THANK YOU, really.
The mod doesn't impact any of the Airborne promotions, so you'll still be able to paradrop land units from any friendly tile. The Airbase improvements are only for air units.
I don't think you'll need to start a new game, but I'm not 100% sure about that.
BTW, I thought Klink was a Colonel... 😄
TBH, I'm a bit surprise the mod works at all on a Mac! 😁
Earlier, I experimented with not letting the AI build improvements at all. There was an LUA routine that periodically added these features to AI cities. AI workers routinely destroyed these new TI's almost as soon as they were built.
I know this needs some work, but I haven't quite figured out how I'm going to fix it with the tools I have available.
There is an table called 'Improvements_Flavors' - this would allow you to design a "defensive" TI and the game would understand how to use it (e.g. City Defense, Anti-Air, etc.). Flavors are used throughout the game design to help the AI how to use various features.
Unfortunately, with BNW, the game engine now ignores this table. It simplified how the AI chooses to add TI's based exclusively on yields. This means that the only decision the AI uses to place TI's is what it's ECONOMIC requirements are.
So, I have to tie a new TI to some kind of yield (e.g. Gold, Food, Culture, Faith, Science, or Production). If there is no yield tied to the new TI, the AI will never build it. Without this bogus linkage, the entire mod is a human-player-only unfair advantage.
My choices are have the AI use the new TI's poorly or not at all. If not at all, then this mod has no real purpose, except to make the game even easier for human players.
- the Builders NEVER build any of these automatcly. They cost a lot of maintance and just doesnt fit at their places like that
- the builders NEVER remove them automaticly, like the one from great persons
Now everyone can decide how they like the strategic improvements :)
s1) make airstrips cost more to maintain - you can just throw them up anywhere
s2) make cyber redoubts like mini citadels, but more expensive
s3) make listening posts reveal subs
s4) I had a mod once that allowed you to put an improvement on a resource outside of your cultural limit, but it was super expensive to build and maintain. I would like to see that as a futuretech improvement, but I think it would be hard to do / balance. Being able to break access to it would be a tactically cool thing too.
I'm playing with the following modlist:
-World at War
-World at War Irregular Units
-World at War Modern Terrain Improvements
-World at War Unique Units
-Legendary Headstart
-Covert Operations
-Perfect World 3
-Quick Turns
Bug Reports:
1) Sometimes I build a tower or airstrip, and it builds two of them instead.
2) Trenches and Cyber Redoubts don't seem to provide defensive bonuses
3) The research and culture bonuses from airstrips and towers mean that the AI sometimes builds sort of silly structures, like airstrips on every possible surface. This seems to be especially the case with city states.
4) Certain civs, policies, structures, and ideology tenents add output to resources, like the trading post gold yield. These bonuses are not applied to the future improvements in this mod, so a trading post might give more gold than a EcoCommune.
i generally dislike global limits, for me it makes much more sense to base them on some other value in the game, for example requiring some strategic ressource or something (and then again, there already is a concept of supply in the game which server as an upper limit, perhaps the unit could just count towards a greater "unit remaining" count?)
on another note i wouldn't let the military engineer build any normal improvements
I will admit this mod is a little "underbaked..." I pulled a couple of pieces together from different mods to expand the capabilities. I do like the idea of maintenance for the Bunkers, and will add that in the next version.
At one point, I was experimenting with "Combat Engineers" - a civilian worker unit that can build anything a worker can build, but also would be the only ones who could build these improvements. There was a build limit (about 5-10) and they cost a fortune. I had hoped it would better balance out some of these issues. Unfortunately, I could never get the AI to actually use them. This meant that all of these improvements represented a huge human player advantage - when I'd prefer to design in the other direction...
for instance one can build airfields on enemy strategic ressources,
also because the bunker connected strategis ressources ai would frequently send their workedrs to re-improve those, perhaps it could be balanced a bit with a mandatory maintenance for bunkers?
on another note adding a military engineer that works like the worker might be a good idea, it would make the workers building menu less cluttered and you can add some specific movememtn modifiers based on war status and territory and what not
https://steamhost.cn/steamcommunity_com/app/8930/discussions/0/540743213082006108/
https://forums.civfanatics.com/threads/subscribed-mods-at-steam-workshop-are-not-being-installed.469369/
https://www.reddit.com/r/civ/comments/2ql2f6/v_steam_workshop_mods_subscribed_not_installing/
I'm sorry to hear that. For what it's worth, I really enjoy your mod, and I think that it works really well with VP. The things that VP adds are mostly economic, happiness, religion, etc. while your mod adds a lot of military depth that I think that VP didn't quite do justice to.
Some people are just petty.
What they decide to build is entirely determined by yields now. I started earlier versions of this mod with each TI having a single yield set to 1. The workers NEVER built them. So, I experimented with buffing the yields and seeing how often they were built. That's how the numbers got to where they are.
If the Towers are the only TI causing a problem, I'll nerf the crap out of them, since they represent the least amount of "human player advantage" - which gives more power to human players.
The Renaissance Tower only has a +1 to Culture yield, but I think if I change it to Faith, it will be less valuable to the AI. Will have to experiment with the later towers to see how to get the numbers in a better place.
May be a couple of weeks, but I'll make some changes that will hopefully improve this.
Thanks for letting me know!
After putting in about 400 hours on the WAW mod, and about another 30 on the VP compatibility scripts, a 1 start rating felt like a stab in the back to me. And ridiculously petty.
So, at this point, if a mod is VP compatible, fine, but I'm not investing any time in trying to figure out if it is compatible, and am even less interested in expending any effort in trying to make it so.