Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's The World at War
S-Man  [developer] 11 Nov, 2018 @ 5:10am
Bug Reports
Please let me know if there are any issues, errors, problems, etc. Thanks!
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Showing 1-15 of 207 comments
S-Man  [developer] 11 Nov, 2018 @ 7:42am 
Known Errors/Issues:

- Strategic View: no longer crashes on entry, but does spawn a large number of "ghost units", units that aren't there, but make actually using that interface impossible.

- Add a "City State relationship drops" to the Enhanced Diplo Reaction to Nuke Attack" script.

- Change FW inf unit paradrop animation to XCOM, not Paratrooper

- Add a "Disband Settler" option that increases the population of a city by 1, if the Settler is disbanded in the city itself

- How many features from the "WW2 On Any Map" mod should be incorporated into the main WAW mod? (Possible Contenders: Initial Unit Spawn, RepopulateStrategicResources, War Bonds, Map/Tech sharing, etc. - look closely!)

- Add more prereq buildings so that units don't appear too early in the timeline

- Is it possible to add a "Pollution" feature?

- Add "Nuclear Winter" ala Super Power Clash of Civilizations (v 6) (\Lua\Economy\NuclearWinter.lua)

- Perhaps adjust the "No Razing" setting - create a function that stops razing in the Industrial Eras and later (game uses this code to stop razing, needs testing):

Network.SendDoTask(pCity:GetID(), TaskTypes.TASK_UNRAZE, -1, -1, false, false, false, false);

-- Is it time to add more resources, ala VP? (https://civ-5-cbp.fandom.com/wiki/Resources)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=167389120
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1270759640


***********************************************************************************

- Combat Medic doesn't seem to be getting the "WAW Medic 2" promotion. I can award "WAW Medic 1" promotion, though. Both units constructed exactly the same, promotions identical, with just minor different. For some reason, WAW Medic 2 simply won't award.


- Add an "upgrade handler" that prevents lower units upgrading to latter ones, if there is a limit to the number of latter units allowed.

- Possibly add a ranged horse unit in the Classical Era to be the scout upgrade unit - then make the normal and goodyhut upgrades to this unit. Then upgrade the new unit to the Lancer or Knight?

- Add a VP-specific upgrade path for the Scout unit: Pathfinder - Scout - Explorer - Adventurer
Last edited by S-Man; 15 Oct, 2020 @ 12:37pm
Sentinel1124 11 Nov, 2018 @ 10:42pm 
Hello,When I go into Strategic View there are alot of unit Icons for my civilization all over the map.Also when i move around the strategic map the unit icons are fixed on the screen .
S-Man  [developer] 12 Nov, 2018 @ 5:43am 
@Sentinel - I'm glad it didn't CTD on you! I'm still having problems with that during testing. It's why StratView is at the top of my list above.

The primary causes for the error you're seeing is when the collection of enable mods tries to add the 257th strategic view file into the game. The programmers, for some ridiculous reason put a hard limit at a very low level, just for a file count? Bah...

At any rate, whenever more than 256 are loaded, the Strategic View system simply barfs all over the screen - completely lost. Do you have other mods loaded/enabled when you see this error?

I worked very hard on this so that all the WaW family of mods does not add a single Strategic View file - it reuses files already in the game. So, the normal cause of this error isn't the case, but I was never able to find the actual cause. Will continue to research it, but for now, StratView is broken.
Hey, I've tried out the mod and am in love with it, the only problem I've been having is that I can't seem to find any transparent aluminum around the map even though I've researched nanotechnology which should cause it to appear. Am I simply unlucky or is this a possible bug?
Sentinel1124 12 Nov, 2018 @ 2:02pm 
@S-Man these are the mods i have loaded
SMAN's The World at War - Unique Units

Smart AI

No Unit Limit

Legendary Headstart

Communitas Map

SMAN's 'The World at War'

After the Revolution!

Covert Operations - Making Spies Great Again

Civ Names by Policies

InfoAddict
i also have the EUI mod installed
S-Man  [developer] 12 Nov, 2018 @ 2:29pm 
@Arguably The Artsiest Arsonist - I answered you earlier in the normal forum. Here's the info:

"Transparent Aluminum" is an artificially created Resource, so it doesn't appear on the map. The only way to obtain it is to build the Transparent Aluminum Mill, which will create 1 of the Resource - at a cost of 2 normal Aluminum.

You can build as many or few mills as you need, but I've noticed there's little use for Aluminum in the very late game, so in most of the test games I've never had problems getting enough TransAlu.
S-Man  [developer] 12 Nov, 2018 @ 2:33pm 
@Sentinel1124 - are you asking about the Strategic View error? It's not any of your mods, I believe. I was seeing errors with just this mod alone.

It was odd, though. For me, it would instantly crash the game. For the person testing the mod for me, it would show the armada of ghost units all over the map.

So, I don't think it's anything those other mods are doing. Just this one, and I haven't been able to find a thing to cause this behavior... :^/
Alrighty, and sorry for whatever reason it gave me the notification but I couldn't find the response, thanks for answering my question though!
Sentinel1124 12 Nov, 2018 @ 3:38pm 
@S-Man Yes i was referring to the Strategic View.Thank You For the Prompt Response.You have worked on this mod so well that this error does not neccessarily hinder it's playability anyways.Take your time in finding a solution.I can wait :)
Computer Dweller 12 Nov, 2018 @ 5:31pm 
Dreadnoughts upgrade to Light Cruisers, but Light Cruisers can be researched before Dreadnoughts because the Railroad tech doesn't require Manufacturing.

The High Court says it require's Constabularies in every city, but doesn't actually.

Ranch can built in cities that don't have any sheep, cattle, or horses.
S-Man  [developer] 13 Nov, 2018 @ 4:21am 
Thanks, @CounterGoat - good catches. I'll add these to the list at top.

@Arguably The Artsiest Arsonist - no worries. It's easy to miss specific messages in all the posts. Good luck!

Thanks, Sentinel - we'll get it fixed. Eventually...... ;)
Last edited by S-Man; 13 Nov, 2018 @ 4:24am
Computer Dweller 13 Nov, 2018 @ 3:14pm 
Torpedo Gunboats can be researched before ironclads, same with diesal submarines and submarines, and mechanized infantry and mobile infantry. Theres probably a few more of these tech tree issues.
Computer Dweller 13 Nov, 2018 @ 3:50pm 
The Carrier becomes obsolete at Material Sciences, however its upgrade the, Fleet Carrier, is discovered at Full-Spectrum Warfare, and Material Sciences can be discovered before Carriers. So for a brief time in the WW2 era, carriers can become unbuildable. Change the tech Carriers go obsolete at tot Full-Spectrum Warfare.
djhawkeyewirq 15 Nov, 2018 @ 1:58pm 
This mod is currently incompatable with the advanced air, naval, and ground units mods, as well as the megamod that combines all three of the above mods. The game will load when it is activated with this mod, but does not allow you to save your game on your computer or on the steam cloud. Gameplay also shows cosmetic issues over time, with the art for units and buildings in the construction lists and tech art in the tech pull-down becoming a black field. I tried loading it with and without the seperate WAW-Unique units mod activated, and the issue came up both times.
S-Man  [developer] 17 Nov, 2018 @ 9:20am 
No, @invader5186 - "Transparent Aluminum" is an artificially created Resource, so it doesn't appear on the map. The only way to obtain it is to build the Transparent Aluminum Mill, which will create 1 of the Resource - at a cost of 2 normal Aluminum.

You can build as many or few mills as you need, but I've noticed there's little use for Aluminum in the very late game, so in most of the test games I've never had problems getting enough TransAlu.
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