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Work is complete on the initial version of the VP-compatible mod. If you'd like to participate in the BETA testing, please go to this link:
https://forums.civfanatics.com/resources/smans-the-world-at-war-vox-populi-compatible-version-testing.27162/
I believe the mod is relatively stable, but am very interested in your suggestions about game balance, especially between the new content in both VP and tWaW and how well they play together.
Feel free to leave any and all comments on the collaboration thread at Civfanatics:
https://forums.civfanatics.com/threads/smans-the-world-at-war.638328/
As this mod is in the early stages, I really don't want to publish on Steam until enough players (who know what they're doing when playing VP) have let me know the mod is good enough to release.
Here's a shot of the tWaW Tech Tree, modified for VP:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1577829710
I've had spectacular support from @michanst - who did all the work on trying to "balance" the numbers (units costs, combat strengths, etc.) from this mod with VP. I think most of it is in there and working, but he's running some tests now to see if the mod is good enough to ask others to join in the testing.
I've ran through it a few times, starting a Quick game in the Renaissance Era then running through quickly. I had not issues to speak of, but since I've never played VP before, I have no confidence that I know what I should be looking for. But at least I know it's relatively stable, and hopefully not too much work is required to go to the next step.
Will let you know. Thanks again!
https://forums.civfanatics.com/resources/smans-the-world-at-war-vox-populi-compatible-version-testing.27162/
For VP-version, however, you really need to thank @michanst - he's the one who talked me into doing it, and provided almost all the suggestions on how to balance this mod into the VP system.
I have been playing your Vp-WAW test mod and i have to say it seems perfectly fine to me especially since your mod is working effortlessly with Vox Populi.Sad to say everytime i play Vpx Populi the game crashes about 200 turns in ,but for some reason with WAW and Vox Populi my game has not crashed at all.
I'm 99% completed on the new version of the main 'World at War' mod (V3). I included the VP compatibility script, so hopefully it will still work in the new version.
Have to say, I'm a little surprised the VP mod works better with WAW enabled. Just not my experience with mods at all... 🤔
Still, if it works, enjoy!
Am hoping to publish V3 tomorrow, but am still waiting on some feedback from some friends about the Great Scientist bug that's currently in the mod. For some reason, it assigns left over tech beakers to ALL remaining techs when you use a Great Scientist to bulb you over the finish line on the tech you're currently researching. It only takes a few of these to fill up all the undiscovered techs, meaning a 1 turn research for even the latest ones. Not cool....
I'm really trying to avoid taking away the "Discover Tech" capability of GS', but it's not a good idea to leave it in if it's so defective. Was thinking about giving Academies a huge Science yield as a substitute, but that will probably irritate far more players than it would please.....
Anyways, once I get at least a 3/4-arsed solution, I'll publish V3 - and I'm very interested in your impressions - to see if I didn't break VP-compatibility in the process.
I don't know if this would work or not, but you could try replacing the science gain with the "free tech" from the spy action. That would make Great Scientists more useful for players who are behind in tech and force the technological leaders to create acadamies. Just something to consider. :)
My fix tries to put lipstick on the box after it comes back to me. But, there is little else I can do before or after the bulb pops.
I could prevent a GS from ever calling the game core (i.e. removing the "discover tech" option from the GS) but I suspect most players wouldn't like that at all.
So, the fix - as designed at the moment - allows a little "ambiguity" for a turn or two after a GS pops, but after that, the Tech Tree looks like it should.
At that point, perhaps, I can call it "good enough...." Then release the mod, and move on to bigger things...?
Sometimes, in modding, this is as good as it gets! ;)
EDIT: to clarify: is it better to have a "misleading" tech tree for a turn or two after the GS pops, or really buff Academies in their science yields - while removing the discover tech option? That is the question...
I'm hoping everything will work like it did before, so I don't have to maintain 2 versions of the mod.
Please let me know if you're having any problems! Thanks!!!!
Actually, I'm kidding about the WW2 scenario. When I'm done with it, I think it will be great fun to play. The units/graphics are beautiful, actually, and it plays in a very thoughtful, not utterly incompetent manner. I think it will be a great addition to the WAW family, but my, it has been like a full-time job to get it out the door....