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Where is Adolf, man?
@JFD already lost one of the WW2 Civilizations, particularly Germany led by Hitler...
Any ideas?
Love your work btw
OTOH, there are a couple of civs in this mod where the leaders are quite afraid by disposition (Yugo, Czechs). Other civs in the pack are quite hostile by nature as well (Nazis, Turks, etc.).
I thought about lowering some of these extreme settings, but where's the fun in that??? ;)
One thing I noticed - ancient start - just your mods - when I first meet a civ they are often Hostile or Afraid - this seems unusual. Has something changed?
Please go here to get more details on the changes:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2243273955
And would that include adding the "Future War" Era techs? Which would require adding the Future Era to the game, but there wouldn't be any units associated with it.
1. Looked the coolest, I thought.
2. Probably the most "historically" accurate, as the Marine Divisions didn't exist until early 1945, when things were pretty desperate on the ground and little need for ships/subs.
3. The "bluest" of them all. Probably a U-boat crewman fighting on the ground, but I'm not too sure. Didn't look too far into it.
If you like any of these, let me know. If not, please send a link to a better pic.
Thanks!
https://www.moddb.com/mods/men-of-war-totaler-krieg-1939-45/images/kriegsmarine-marine-infanterie-19421
https://www.onesixthwarriors.com/forum/sixth-scale-action-figure-news-reviews-and-discussion-/850003-matrosenobergefreiter-2-marine-infanterie-division-bremen-1945-a.html
http://www.dragon-models.com/d-m-item.asp?pid=DRF70239
Or, if you know of any better links, let me know, so I can fix the colors. Thanks!
The problem is I don't know when I'm updating either of these 2 mods next. I don't have a lot of suggestions/bug fixes on my list at the moment. Maybe a couple of weeks?
Will let you know when I'm updating the unit. Will also send a link to the collaboration site so you can see what the unit looks like before I publish the mod updates. Will help me make sure the unit looks like you want it to. I'd definitely appreciate the feedback, as my art "skills" are not my strongest asset...
However, since this Civ Pack mod can technically be played without any WAW mods active, I suppose I could add the unit to the German civ in this mod, so that it would appear in games that don't use WAW mods.
Can also "adjust" the color of the uniforms a bit (give them a more blue/gray tone ?) so they look just a bit different from the SS Infantry when WAW mods are active?
I may also add it to the Unique Units mod if it looks cool.
I'm assuming you want this marine unit to replace the game's normal marine unit?
https://steamuserimages-a.akamaihd.net/ugc/598162105647938072/D4DD8E6333F1D7145E4654FED54242C36456ECF1/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true
Were there any other mods you had enabled at the time you had problems changing city production?
Do you have a picture or two I could look at and see if I can find a similar unit to reskin?
There are a bunch of unit models here:
https://forums.civfanatics.com/resources/categories/civ5-units.128/
Thanks!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2243273955
Hopefully, this will take care of those CTD's some of you have been experiencing. Please let me know if you see anything else.
Thanks!
Will take a look at the Doctrines mod as well. It looks quite interesting when comparing it to the Main WAW mod - like something that "should" work well together.
Hopefully sometime this week.
This was one of the other mods I was looking at. It looks interesting. I wasn't sure if it would work so I removed it. It looks like it could add some interesting features to a game.
The the Main WAW borrowed heavily from "Future Worlds." In the earliest version, I used a compatibility script to allow Main WAW and that mod to work together. But as the scope of WAW expanded, there were just too many conflicts/crashes, so ultimately I decided just to pull out parts of that mod, making WAW kind of a "Future Worlds Minus."
I really wasn't too interested in expanding the "Future" eras anyways, wanting to focus on the world war eras and their aftermaths.
Do you know which mods were conflicting? I'd like to take a look at those and see if I can recreate the problems, so if there's anything I can adjust on my side, it might make it better for other players with the same problems.
Thanks!
Did enabling them all fix the city production screen problem?
Overall, the total number of cities on the map is still lower, but you do get some of the "feel" of playing on the Huge map due to all the extra civs. It also means earlier and more often conflict, due to the lack of "lebensraum..."
Pretty sure it's my gaming laptop that can't handle an old game like civ 5, my scenario has too many cities for big Civs like the Soviet Union, USA, United Kingdom with their colonies, and China.
I put Składkowski in as the head of government, as it was my understanding that in the Second Polish Republic, the role of President was largely ceremonial, and the Prime Minister held the real power. Sort of why Churchill runs Britain, but not King George VI.
I have no problem changing this around, but again, I'm trying to limit my involvement in producing new artwork. However, if you'd like to collaborate with me to try and improve the Polish civ here, please drop by the collaboration site:
https://forums.civfanatics.com/threads/smans-world-at-war-ww2-scenario-civilizations-pack.663320/
Now, this map does not require ANY World at War mods to work. However, if you enable the "Unique Units" companion mod, that mod definitely requires the Main World at War mod to also be enabled.
What other mods did you have enabled when you had the problem?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562440077/1744478429696414681/
After that, start Civ5 again, the enable only the Main World at War mod, then play a test game (duel sized map, start in the Industrial/Le Belle Epoque Era). Play just a few turns to make sure it works. Best way to check that is to look at the Tech Tree and see if all the new Techs are loaded. If they're in the game, the rest of the changes should be as well.
If that works, add another mod, one at a time, and see how they play out. If one of them is causing a problem, maybe you'll know which one if you add them slowly like this.
If for some reason Main WAW doesn't work after clearing cache, we really need to look at your log files. I'll walk you through that if we need to.
Good luck!