Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's The World at War
S-Man  [developer] 29 Nov, 2018 @ 9:41am
Vox Populi - Enlightenment Era Compatibility
Greetings - I'm working on a compatibility script for both of these major mods to work together with tWaW.

You can follow the discussions at Civfanatics: https://forums.civfanatics.com/threads/smans-the-world-at-war.638328/


When/If we know the VP design approach works, I'll start working on an EE version next.

Please leave any comments you might have here.
Last edited by S-Man; 2 Dec, 2018 @ 8:42am
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Showing 1-15 of 19 comments
S-Man  [developer] 29 Nov, 2018 @ 9:41am 
Vox Populi

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
Last edited by S-Man; 2 Dec, 2018 @ 8:42am
S-Man  [developer] 29 Nov, 2018 @ 9:41am 
Reserved for EE Links
ericpinkjr 1 Dec, 2018 @ 12:48pm 
This is beautiful
S-Man  [developer] 1 Dec, 2018 @ 2:39pm 
Thanks, @eric - initial testing is looking OK at the moment. Am hoping to provide a link to the new version soon. But this new version will need a lot of testing. I've never tried to ensure VP compatibility before, so there will probably be issues that I've missed or didn't consider.

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!
S-Man  [developer] 2 Dec, 2018 @ 8:51am 
@ericpinkjr - the VP version of the mod is stable enough to ask for testers. If you'd like, please feel free to download it and kick the tires a bit. It could use the help from players who know VP and how it's supposed to be balanced.

https://forums.civfanatics.com/resources/smans-the-world-at-war-vox-populi-compatible-version-testing.27162/
ericpinkjr 2 Dec, 2018 @ 10:06am 
Wow i'll download it before work, i cant wait to jump in. btw i gotta give thanks and show appreciation for the modders like you in the Civ 5 community who keep this game alive with new content.
S-Man  [developer] 2 Dec, 2018 @ 10:29am 
No problem - I'm having a good time trying to figure how to reinvent the game into something I like to play. Glad to know others like it, too! 😀

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.

Sentinel1124 16 Jan, 2019 @ 5:42pm 
Oh man !!
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.
S-Man  [developer] 16 Jan, 2019 @ 7:15pm 
Thanks, @Sentinel1124 - appreciate the update!

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.
Nova☆ 17 Jan, 2019 @ 7:16pm 
@S-Man
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. :)
S-Man  [developer] 17 Jan, 2019 @ 8:08pm 
@Silverlite - unfortunately, it doesn't work that way. Once a player presses the "discover tech" button, control goes back inside the game core. There is no way to interact with it, from a mod's perspective. The game core completes its routine as designed, then throws control back to the normal game processes. Kind of like a black box (i.e. I can see what's going in, I can see what's going out, but I can't see what/when is going on inside the box).

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...
Last edited by S-Man; 17 Jan, 2019 @ 8:10pm
S-Man  [developer] 21 Jan, 2019 @ 4:55am 
Greetings! Just to let everyone know - I added the VP Compatibility script from the separate VP mod into the "normal" V3 version of WAW.

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!!!!
John_boy 24 Jan, 2019 @ 6:22pm 
Have you started working on the enlightenment era mod yet?
S-Man  [developer] 25 Jan, 2019 @ 12:51pm 
@Mr. Higgins, unfortunately not. The WW2 scenario has become the most massive time sink I've ever encountered while modding. It's slowly wrapping up, am hoping to work on final testing in the next week or so. Once I get that great big POS off my desk, I should have more time to get some other mods working better. Like this one....

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....
FUS-RO-DAH!!! 5 Dec, 2019 @ 12:49pm 
Hi S-Man! Can you make a Vox Populi compatible version for v. 4 of your great mod ? Plzzzz ))
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