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https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/974998487/2995417278826773385/#c3075369490075075378
See ya there!
Personally, I think that the Provisional Troops replacement point should be Shock 2 or Drill 2. By the time a unit gets to Shock/Drill 3, they' quite experienced, having been through 5+ battles.
Going from Provisional to Proficient should probably be tied to the March or Siege or Medic or Cover 2 promotions.
Going from Proficient to Veteran/Elite should require about 8+ promotions of any kind. Maybe 10. There really shouldn't be a lot of these units on the map.
The only way to make the retreat chance variable is to have separate promotions, something like "New Recruits" (at 30%) and "Provisional Troops" (15%), or something to that effect.
The "0%" would represent a "normal" unit, so there either shouldn't be a promotion for it, or it would be a "Professional/Proficient/Skilled Troops" promotion with very little bonus to it (perhaps a small combat strength/healing bonus, but not as much as Shock 1 and Medic might do.
-I'd say after one unit mastered one promotion tree (drill 3 or cover 2) if this doesn't work i'd say after level 3
-Well i think they still get the New Recruit promotion since they dont have any "field-experience"
but you should decide
-Only land troops (no catapults)
-To make sure
-My idea was to decrease the chance of retreating with every new promotion : 30% 15% 0%
If that's not possible 33% should do the trick (like in your mod)
And again, thank you very much.
- With WAW-IR enabled, there's already a "Green Troops" promotion in the game. What would be the alternative name for the new promotion?
- When is the "Green Troops" promotion removed?
- Should units trained (created) with a lot of XP (perhaps to Level 4 or more) even get this promotion? (if we set the removal level to something like 5 or 6, this may not matter)
- What units does it apply to? Land? Sea? Or should it be more limited - Melee, Gun, Naval Melee? etc.
- I'd strongly recommend against human-only promotions. Withdrawing from combat is a great way for the AI to make it tougher on human players. Takes much more time to run them down, greatly interfering with campaign plans.
To make sure - here's what you want that promotion to do:
- Add 15% chance of withdrawal from melee combat
- Take additional damage if unable to retreat
- Promotion is applied only to human player units
What else should the promotion do?
I would already enjoy the "green troops" alone, however is it possible to use your promotion as a standalone mod?Since im already using the Militia Defense mod with my own LUA & SQL adjustments. (Sorry i didn't know about your mod back then) I was hoping if i could use your promotion alongside the Militia Defense if that's possible. And again thank you for reading.
In a city with a Barracks and Armory, units are Level 3 when they are built.
In my Ancient World at War, I'm still toying with the idea of a "Green", "Trained/Skilled/Professional", and "Elite/Veteran" promotion that would work in a similar way. In that mod, the promotions were only intended for land-based Melee, Gun, and Mounted unit types. I could never quite decide at what level the Trained and Elite promotions would be awarded, though.
So, if this mod is not enabled, then it won't be able to change anything.
by "adding to the promotion database" does that mean i can use your promotions even when the mod is inactive?
I don't know if it's a good idea but please, hear me out: what if ALL units get this
promotion right from the get-go and with every new promotion it reduces the probability
of retreating by 15%. I was thinking of ways to make the combat more dynamic and unpredictable.
And maybe your units take extra damage when theres no way to retreat? And to balance things out only human players have this promotion while the AI is spared. (optional)
Thank's for reading.
Once a promotion is added to the Promotions database, any other mod in the game can use it. What other units were you thinking about?
When I've seen this in the past, I've had to unsubscribe from the mod, then re-enter the "MODS" area in the game. This should delete the mod's folder from your computer. At that point, you'd want to find the "Get Mods" button at the bottom of the screen. Press that, then search for this mod on Steam from inside Civ5. Resubscribe to the mod, then return to the game.
This usually forces a fresh download of the mod.
From the rest of it, i have only compliments. Keep doing your good work!
When I play for fun, I don't play on Deity very often - it is quite a challenge, especially in the tech race. It's hard to survive with Frigates, when most of the AI civs have Battleships....
About the most fun I've had on Deity is playing England on an Archipelago map. Investing heavily on beelining to Ships of the Line - using them to defend a few core island cities. Believe it or not, these wooden ships (heavily promoted by this point) can fend off even an advanced civ - while you're trying to catch up in the tech race.
Then, when you're ready, launching the big, extremely-capable naval task force to invade the world is quite a sight, even if you're invading civs that are an Era ahead of you in the tech race. Lots of Battleships and Destroyers, followed by a few infantry to capture/hold, is quite beautiful to behold....
When it works...
😀
AI civs get random 0-2 additional units, and on higher difficulties, an additional 1-2 units will spawn. Finally, if the city is a civ's original capital, the amount spawned will be doubled.
In WW2, both side's military planners made preparations to send Military Police units into captured cities after front-line troops moved on - to pacify the local population. There were well-established formulae on how many MPs would be required to control a city, based on population and other demographic data.
Are you saying the range of unit spawn should be more extensive? In our example about, a city with 24 population in a standard difficulty game: the range should be perhaps 0 to XX units? What about a city population of 10? Or 1?
perhaps it would be nice that partisans spawn gradualy doing a city conqurt, e.g increased spawning if city health is under 50% or something
One thing I'd like to point out - if you're using the main WAW mod, you don't need to use the 'SOD This Mod' - as all of the features of the second mod were incorporated into the first. In fact, it might be hazardous to game health to use both at the same time.
So - do you think the "Complete Kill" feature of this mod should be turned off?
Anyway, city states and civs would upon getting their last city captured recieve new partisans which would effectively bring them back into the game after beeing conquerd (just without the war status now)
What I'm trying to say is that while this mod makes invasions harder, it doesn't represent a human player advantage.
And I really like the fact that no more "destroyer only" rushes will work.
Tried it since yesterday and I find it marvellous :DDDDD
Perfect thing, if different Civ's try rushing each other, they will fight for a longer time and not just like two rounds and then hand over a city or such! Great work, nice job indeed! Highly recommend it
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562440077/3658515990042706945/
Appreciate the feedback!
In my case this is C:\Program Files (x86)\Steam\
2. Look for the "userdata" folder, open it, and there should be a folder for which the name is a long number (probably your steam user id number or something). Open that. This folder will contain all cached/downloaded user content for all installed games.
3. Look for the "ugc" folder, and open it. There should be a "referenced" folder. Open that. There will be a number of folders, with long numbers equal to the number of mods you have subscribed to on Steam.
4. Open each of those and copy the *.civ5mod files there to: Documents\My Games\Sid Meier's Civilization 5\MODS
5. Launch the game and click on Mods. At first it will show none installed, but after a second or so it will start showing progress bars filling and emptying for each mod you copied. After that (should take only a few seconds or a minute or so) you will have your list of mods back."
Found a useful solution, it's from kurinkton, so consider it a quotation, but it's a bit hard to find, so I will repost it afterwards.
I'm still working on resolving these issues, and if you want to follow along, there is a collaboration space at Civfanatics:
https://forums.civfanatics.com/threads/smans-the-world-at-war-scenarion-the-war-in-europe-ww2.641927/
The problem of not appearing in the mod list is a Steam failure. You can google something like:
"Civ5 steam mods not appearing"
and get a lot of results to try - especially in the Civfanatics.com forums.
I'm currently working on the WW2 scenario - using the same map as the Great War scenario. It has 17 playable civs and a lot of custom units (that were also added into the Unique Units mod).
I'm experimenting with a library of code that should greatly cut down the time needed to build a new scenario in the future. Unfortunately, the code isn't working well enough to publish yet. Some very odd crashes that just can't happen but somehow do...
Basically, Civ5 loads mods in the "oldest mod loads first" fashion. So, any changes the older mod makes might be overwritten by younger mods.
The best (and most painful) way of changing this is to unsubscribe from the RED mod, the enter the MODS area of the game (so it will delete RED from your computer), then resubscribe to force a fresh (and suddenly younger) version of RED. When you load all the mods again later - this will mean that RED should load last, and making all its changes to this mod as well.
At least in theory that's how it's supposed to work... 😁
But one by one, what do I mean: After downloading the mod, it doesn't appear in my mod list ingame. I reloaded the mod and also deinstalled and reinstalled the whole game in order to fix it, but it didn't work, which makes me totally sad, as I love the textures and would like to find some Partisans...
Do you have any clue? Because I don't..
PS: loved your "The war to end all wars" - scenario, are you supposed to do more of such scenarios?
Anyway, the mod is compatible, but the newer units retain their large size, which doesnt bother me much. The Newer units also have no attack animations with the units affected by RED mod as they simply slide into the RED mod affected units and then dead soldiers simply disappear. Not sure if it is just on my end however
I've just retested the mod, and the units are looking like they're supposed to on my computer.
Maybe the next time you clear game cache, you could start a new game, Industrial Era or later, then try to spawn some Partisans (by making sure Russia is in the game), then take one of their cities? I don't see how the proper unit wouldn't appear.
But, as always, would really appreciate any feedback as to what you're seeing. If there's an issue here, I want to find it and beat it into submission... ;)
"Mopping up" operations are now required, as it was historically. So, I think the mod really helps historical accuracy.