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So just thanks you for built the best scenario of Civ 5.
Congrats !
With such a small map, European Theater is just a few dozen tiles, as is most of the relevant tiles in the Pacific.
Which means you have a huge map, but all the action is taking place on about 10% of it.
Introduces a lot of burden on the Civ5 game engine, bogging down the game as it progresses.
Additionally, there's no way to get the AI to put up a decent fight on this map - it would be trivial for a human player to outfox, then quickly beat it, no matter how it's finessed.
I'm working on a body of code that will simplify scenario development. I will eventually add a Pacific War scenario when it gets working.
https://forums.civfanatics.com/threads/smans-the-world-at-war-scenario-the-war-in-europe-ww2.641927/post-16512026
The scenario decides when WWII can start so before then all you can do is attack city states. For them click on one of their cities and from the pop-up choose the bottom option of Declare War.
WWII starts randomly somewhere in Jun to Dec 1939 range.
Go to Mods and search for Quick Turns and subscribe to the one that comes up. (I'm hoping there's only one). It speeds up the non-player turns. I've always used it so don't know how effective it is.
Have you selected the scenario map? If you have done that then I'm not sure what else to advise.
Have you cleared the cache?
Do that and only load this mod and the Quick Turns mod.
That should do it. It does for me.
Greetings
Thanks for the hints. I noticed the partisans spawning in the Great War scenario but I bet this must be even worse, reading people's comments. On the good side, it may give a bit more realism, but it'll bog down your armies while expanding.
In the WWI scenario I played with the Other Militia units mod on and it helped -- not sure if this will make any difference here. Cheers
I only play this scenario every now and then because the latest update created all those 'partisans' that are a real pain if you are an aggressor.
Usually I play at Emperor or Immortal depending on who (whom?) I am, and just accept the default settings.
Any suggestions on game speed and suggested difficulty? I'm thinking of starting at Immortal but the default game speed of Epic seems a bit slow. Thanks in advance :)
Enjoy!
Also, if you didn't move the map from the mod's maps folder to the game's map folder, it can also cause a problem. Here are the instructions for doing so, if you haven't already:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1689346337/1850323802575209317/
BTW, there's a new map, so be sure to copy the new map to your MAPs folder:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1689346337/1850323802575209317/
Thanks!
Thanks!
https://forums.civfanatics.com/threads/smans-the-world-at-war-scenario-the-war-in-europe-ww2.641927/page-2#post-15938573
Am hoping to wrap up this update in the next couple of days.
Hopefully, by adding all these extra units and an extra free offensive, and making resistance last much longer, with periodic spawning of rebel units, along with fixing the Winter Warfare event, that it will make the USSR the challenge it was historically.
And BTW, none of these "bonuses" will apply to human players. Only AI gets the benefit of any of them.
What do you think?
Appreciate the suggestions - will put much of them in.
I like the idea about the "Army of Moscow" event - which triggers when the Germans are "X" tiles away from Moscow. I'm thinking about 6 tiles (more than a tank can move in enemy territory). I'm also thinking the even can only fire once, and probably has to happen before August 1942. After that, the effectiveness of Papa Joe's "fight for the motherland, not the party" speeches wouldn't have been so effective.
1. I already added a "Winter Offensive" event and moved the "Spring Offensive" event from March to May. USSR now has 2 large award of free units around Moscow, Stalingrad, and Voronezh. I'll also add a few extra units to the Spring event to give it more impact.
There was a bug in the "Winter Warfare" event - which hits in December, January, and February turns each year. Basically, damaged units in foreign countries can't heal, even if they take no action. It also means sustaining an offensive is much harder, as you lose units faster, while the defender doesn't.
I noticed in many testing games that it was the Romanians and Hungarians making the most progress during Barbarossa. I seriously nerfed those civ's national promotions, so their units won't be nearly as effective.
I have some suggestions:
1. I would like to see a significantly stronger Soviet Union that should include significantly more troops. So my suggestion would be: more soldiers from the start, winter should be a bigger challenge in Russia too. In addition, significantly more troops should be on the spring offensive.
It would be important to me that it would be difficult to take Russia ( in my game in just 10 Turns)
Historically, the Germans got stuck in front of Moscow, so a possible scenario would be: if German soldiers are a certain distance from Moscow, an automatic army of the Soviet Union will be created, which would make the advance much more difficult.
Especially as Germany it was easy for me to take Russia in a short time.
2. I would also like to see significantly more resistance through occupation. There should be very strong unrest, especially in Russian cities, which can also end in an uprising.
I hope that one or the other can be realized!
Now i will grind this gameXD
If this continues, it probably explains why the war never starts, as when the error occurs, the mod "gives up" on doing anything else for that player's turn. It resumes normal function when the next player's turn starts. And since almost all of the events the mod manages occur during player 0's turn, the mod will do practically nothing for the rest of the game.
I'm wondering - have you tried playing the mod with English as the game's default language? I've seen some problems occur with the variations of city names, which looks like it can confuse the mod.
I plan on updating this mod in a couple of weeks, and will remove all possibilities of this happening in the future.
What other mods do you have enabled in addition to this mod?
I'd really also like to look at your log files to see if there are any problems there. Instructions:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1689346337/3557193237110955092/
I'm hoping to return to this mod in a few weeks. I completely re-wrote the scenario management engine for the "WW2 Scenario On Any Map" mod. And that mod DEFINITELY has no problems declaring wars. I plan on moving large parts of that code into this mod, which will hopefully fix any problems like this.