Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's World at War Scenario - WW2 On Any Map
S-Man  [developer] 3 Sep, 2020 @ 12:21pm
Bug Reports - Suggestions
Please leave any/all comments you have on improving the mod. Thanks!
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Showing 1-15 of 52 comments
S-Man  [developer] 3 Sep, 2020 @ 12:22pm 
Planned Changes Next Version:

- Norway's Tribal Class Destroyer (Corvette) still has the "No Capture" and not the "City Penalty" promotion, meaning it cannot capture cities!

- Does Japan have "MajorCiv" set to 1? If not, set it to 1

- Adjust War Bonds event - to lower amount awarded if civ is unhappy/very unhappy

- Force meeting of City States at game start, in addition to the major civs

- Fix the "End of Game Approaching" event, so that the end date displayed isn't hard-coded, but calculated from the g_iMaxGameTurns value

- Find out if it's possible for workers to build roads in enemy territory.

- Adjust "tech sharing" function: remove beakers from donating civs that correspond to the amount given away. Adjust the dontated amount, based on how the receiving civ is on the score table (lower civs get more, very upper civs get almost nothing).

- Examine the feasibility/desireabilty to "lock" certain techs until after a set amount of game turns; take care not to create a situation where no techs can be researched.

- Adjust starting bonuses: lower Germany, raise almost everyone else; ensure human players receive a much lower amount than AI

- Fix text string in pedia for Renault R-35s

- Does BUL tank (P IV) use the right icon/flag?

- Change the default doctrine of Finland to Democracy

- Remove forests from tiles that are "auto-improved" early in the game

- Force a new random seed for each game?

- Add a "named" great general spawn function that fires on GT 1 or 2

- AI-only "Settlers retire" event on or about game turn 12, to remove any unused Settlers by then?

- Test civilian unit blockade capabilities vs. BNW, ZOC's as well

- Change overrides so Germany cannot build the Fighter Mk III. The Fighter Mk I and Fighter Mk II will both upgrade to the Jet Fighter and obsolete at Lasers

- Set the "debug print" setting to OFF

- Change BUILDING_CHI_PUBLIC_SCHOOL, et al to BUILDING_WAW_CHI_PUBLIC_SCHOOL

- Fix TXT_KEY_BUILDING_CHI_PUBLIC_SCHOOL_HELP - change "ever 2 citizens" to "every 2 citizens"

- TXT_KEY_BUILDING_WAW_GRE_GENDARMERIE_HELP - "loweing" to "lowering"

- TXT_KEY_BUILDING_WAW_HUN_LEVENTE_ASSOCIATION_STRATEGY - double ?? for E in Epoque

- TXT_KEY_BUILDING_WAW_HUN_LEVENTE_ASSOCIATION_HELP - "producd" to "produced"

- TXT_KEY_BUILDING_WAW_SPA_ECONOMIC_SOCIETY_PEDIA - replace "Sociedades Econ??micas de Amigos del Pa??s" with "o" and "i" for the double quotes

- TXT_KEY_BUILDING_WAW_SPA_ECONOMIC_SOCIETY = replace double ?? with "o"; in TXT_KEY_BUILDING_WAW_SPA_ECONOMIC_SOCIETY_STRATEGY too

- TXT_KEY_CIVILOPEDIA_LEADER_WAW_ATATURK_TEXT_1 - replace ?? with "u"

- Remove the unit class upgrade for Artillery to Rocket Artillery ('UNITCLASS_WAW_WW2_SUPPORT_1_2), as the Main WAW mod does this now

- Fix text key: TXT_KEY_CIV5_BUILDINGS_WAW_UK_FIGHTER_FACTORY_PEDIA - extra "???"

- Add ability to "remove" the national promotion for civs with a bad one - later in the game?

- Fix the "missing references" in the Scenario Cleanup file

- Change model from "WAW_POL_TankDestroyer.fxsxml" to "WAW_ROM_TankDestroyer.fxsxml" for the Romanian Tacam 2 Tank Destroyer

Last edited by S-Man; 15 Oct, 2020 @ 11:03am
KiwiSteve 11 Sep, 2020 @ 5:44pm 
Hi S-Man
Fancy it being me writing to you.
1. I've started three games and all have crashed at turn 5 (two as Adolph and one as Benito, and on three different maps). I had Unique Units and WAW selected plus this new one.
2. I noticed when choosing my civ that it offered everyone, not just the WWII civs.
3. Does this new mod not need Quick Turns?

I'm not being pedantic ...
4. Unit experience isn't nerfed as it is in standard WWII. I can live with it (how generous of me) in this mod because of the rush to get cities built, etc and you are effectively building your civ as you want it to be from 'way back'.

Just to make sure I have the right mods running I unsubscribed WAW and this one, then subscribed again. But (I'll blame Steam) they haven't re-appeared in my list of mods; so I thought I'd fill in some time and write to you.

Regards
Steve

P.S. I actually read everything you'd said before starting - a first.
KiwiSteve 11 Sep, 2020 @ 5:57pm 
Hi again

I thought I'd go and carry on my WWI game but ... both the WWI and WWII mods have a message of "Mod blocked by another mod".
Could it be that the block wasn't removed when the new mods were unsubscribed and/or because they crashed?

Apologetically
Steve
KiwiSteve 11 Sep, 2020 @ 8:08pm 
Me again

OK, Steam seems to have got it's act together and it is all up and running again.

But it crashed on turn 5. I was watching the processing message and the crash occurred after 'Processing turn for Barbarians'.

Just about when I was supposed to be introduced to the other civs.

Steve
S-Man  [developer] 11 Sep, 2020 @ 9:25pm 
Hey, @KiwiSteve! Appreciate your feedback. It's usually quite solid and useful.

#1. Sorry you're having troubles. It really surprises me, TBH. I've tested this mod quite a lot, even 16 full test games on the "almost" final version of the mod. In all my testing, I've only seen 3 crashes. It was that little white popup window that says, "DX11 Render Error" that is a common Civ5 problem, nothing to do with mods.

I'd say that of all of my mods, this one has been one of the most stable. What mods do you have active? The main WAW mod is required, and the Unique Units mod is strongly recommended but not necessary. I've recently updated both of those mods to make sure all 3 of these mods play well together.

Quick question: this mod "recycles" artwork from some other JFD mods (as in AH and Benito). Do you see more than one of these civs available? (i.e. do you have JFD's civs enabled?)

I'd recommend clearing the game cache, then play with only main WAW and this mod, just to see if you get past turn 5.

#2. Yes, the "Custom Game" start was used, so I could set up the complete WW2 scenario, yet still allow a player to use a different civ if they wanted. Mostly to provide even more variety to the scenario. Begs the question - are you using the "Custom Game" option and not the "Set Up Game" option?

#3. The mod doesn't need Quick Turns, but I usually use it when playing for fun. Unfortunately, I didn't test it with QT enabled. You generally don't need it if you don't use the tilde map reveal cheat.

#4. I didn't nerf XP as this mod is capable of playing into the future eras, if a player wanted to enjoy the extended game. There are several features from the WW2 scenario that dropped out, just in case one wanted to extend into the Cold War Era.


You may have to force Steam to do its job and download you fresh versions. All were updated on Sept. 10th, so you can always check your MODS folder to ensure the latest ones are there.


The WW1 and WW2 scenarios are "stand alone" and don't require any other WAW mod - in fact it would probably crash fairly quickly if one tried. That's why most of the WAW mods are blocked for those 2 scenarios. This mod (WW2 On Any Map) is different - again, mostly in case someone wanted to play into the Cold War Era and beyond. It wasn't possible with the other scenarios, as not enough content was brought into mod.

Originally, those 2 scenarios were supposed to be set up like this one (requiring main WAW, and leaving Unique Units optional). However, in early development, the mods were all rather hefty, and really bogged down the game. I've streamlined the scenario management engine in this last mod a lot, so things seem to run much smoother. Well, if you make it past turn 5...

But, the way Steam uses blocks, nothing would surprise me. It's one of the reasons on the slides for game set up, I put "sequence numbers" on when to press certain buttons. To try and avoid any weird behavior on Steam's part.

If clearing cache and forcing fresh downloads doesn't solve the problem, we'd really need to look at your game logs to see what's going on underneath the hood. It must be something off-the-wall, as I've had generally no crashes at all with this mod from even the earliest part of development.

KiwiSteve 12 Sep, 2020 @ 1:22am 
Hi S-Man

I looked at things a little closer and noticed you referenced Covert Operations, which I didn't have, so subscribed to it.

And I changed my map size. Does map size matter? Other than a smaller map cramping the civs closer together with no change to number of settlers.

In turn 5 (which is actually turn 6 if you count turn 0) at the end of 'Processing turn for Barbarians' the game just dropped out; no error messages.

I'm off to read a book and I'll do a fresh download tomorrow morning.

Regards
Steve
S-Man  [developer] 12 Sep, 2020 @ 11:26am 
Covert Ops is one of those "great ideas" that didn't quite measure up to the goal at the end of the process. The API with respect to espionage is just too weak - not enough methods that actually do what you might need. Most of them are focused on reporting/using data within the game's internal espionage system, not in actually changing that data. I'd like to re-write it from scratch, as I've learned a bit since then, but it always comes down to time, or the lack thereof. Still, it works pretty well and is generally well-behaved with other mods.

I've tested this mod on all map sizes, all different kinds of maps. Never had an issue. There must be something else causing the problem.

KiwiSteve 13 Sep, 2020 @ 12:00am 
Aaargh!!
I deleted the three mods in Civ this morning. But when I went into Steam to re-subscribe it said I was still subscribed. So I unsubscribed in Steam then subscribed, but they didn't come through to Civ's mods.
I tried a totally unrelated mod and it went straight through to Civ after I subscribed.
I've left it for eight hours and nothing has happened, so I've unsubscribed in Steam and I'll leave it overnight to hopefully sort itself out.
S-Man  [developer] 13 Sep, 2020 @ 2:17am 
Maybe resubscribe from within Civ5 - the MODS area ("find mods")?
KiwiSteve 13 Sep, 2020 @ 3:38pm 
I woke during the night and thought: - the MODS directory. Did Steam not delete the sub-directories when I un-subscribed? Yep, they had been deleted.
So I was able to subscribe to the three mods: - this one, Unique Units and WAW. All via Get Mods. Theoretically then a clean start.
But Turn 5 it died!!!!!!!
I'm playing an 'ordinary' game at present with mods including WAW and am well past turn 5 so I would deduce there is nothing wrong with WAW.
All I can think of from a non-modder point of view is that something that happens around Turn 5 is playing up: - the intro to all the other civs maybe.
Sorry to be a nuisance.
Steve
S-Man  [developer] 13 Sep, 2020 @ 8:04pm 
KiwiSteve 13 Sep, 2020 @ 9:39pm 
Yeah, I learnt that trick ages ago.
Although I have been starting games with different civs just to see how they compare with each other and to see if I can find any other questions.
I haven't been clearing the cache between each one but they've had no problem starting, so well done on that stability issue. Not like the WWI and WWII scenarios where a cleared cache is almost always an essential.
The latest game just crashed out so I'll clear the cache and try again.
KiwiSteve 14 Sep, 2020 @ 5:51pm 
Hi S-Man
I just finished another download, cache clear and Turn 5 crash. So ...
I did notice though that Finland (and I presume Norway and Sweden) don't have ski troops. They have the half-track which is what you re-purposed in the WWII mod. Not a big issue and the half-track is probably more helpful in getting round the world to meet everyone.
Steve
S-Man  [developer] 14 Sep, 2020 @ 7:56pm 
I was able to recreate your crash - it happens on smaller maps for some reason. I suppose I usually tested on the larger ones. Investigating now. Will let you know.

UPDATE: I found the error, and boy, is it a bone-headed one... X^(

Has to do with the forced denouncements and declarations of friendships, not map sizes although that's related - the larger the mods, the more civs are in the game. Currently, the mod doesn't test for civs in the game before it performs these forced actions. Unfortunately, the game won't just ignore a forced declaration if the civ isn't in play. Am working on a fix for this, plus testing all the changes at the top of this forum that I've recently added into the mod. Hope to have a hotfix in the next couple of days.

In the meantime, you could try playing on a huge map and see if that at least works in the meantime.
Last edited by S-Man; 14 Sep, 2020 @ 8:36pm
KiwiSteve 14 Sep, 2020 @ 10:07pm 
Turn 6; Turn 7; Turn 8 ...
What are these strange things I am seeing on my screen?
But I see we get 5 settlers regardless of map size. Can that number be varied depending on map size? On a standard map it becomes challenging to find spaces for all the settlers, yet in a huge map there is a lot of empty land.
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