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https://forums.civfanatics.com/threads/limited-return-to-work.681379/
This mod crashes for me too, which is terrible because it's one of my favorites! I can't see what's causing the problem so I'll probably have to restart it from scratch. I will get to it eventually!
Please go here to get more details on the changes:
https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/2218422391
https://forums.civfanatics.com/threads/smans-world-at-war-world-war-ii-scenario-on-any-map.662520/
Thanks.
https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/2218422391
It's the only way to make sure all 3 mods are current, and provide the proper gaming experience.
Will have change notes up soon, but I believe you'll notice the mod performing better (especially on maps smaller than Huge), along with lots of new events, notifications, etc.
Thanks again for your patience!!!!
Many changes from the original version of this mod, mostly incorporating suggestion like KiwiSteve's, but also a LOT of fixes to the scenario management engine to make it work better, more consistently.
Am rebuilding the entire suite, backups, and updated write-ups, and uploads today. Hope to have it ready to play in the next couple of hours.
Thanks for your patience.
If the main WAW mod is enabled, I can create a mod of just these WW2 Civs - they each have 2 unique buildings, and a few unique units for some minor combatants. These two mods wouldn't even require the Unique Units companion mod. Although, if you're trying to capture the "flavor" of that historical moment, the UU mod is most helpful in that respect.
I don't mind completing this new civ-only mod, but it's going to have to wait until after I finish the current cycle of development on main WAW, UU, and this mod. I'm still testing this mod, and if you follow the discussions @KiwiSteve and I are having, you can see there's still work to do. Often, the changes required impact the other 2 mods, so I'm having to update all 3 at the same time. Once it's all stable, I'll take a look at the civ-only mod. Maybe a week or 2? I hope! ;)
9. Should Great People be able to be captured? In some mods I've used they die if you enter their hex. I mean, other than Werner Braun, who was there? The AI is a bit sloppy with protecting (and using) them and capturing a couple of composers gives you a nice long burst of Golden Era.
10. Doctrine. Is the one with the most citizens following a particular doctrine the one that gets the big addition to their score?
11. Japan is next door and has a lake two hexes away from the capitol into which some naval units have spawned. They have nowhere to go as no city touches the lake.
And I'll stop there (for now).
The problem with adding the unique units is that's a large mod, with literally hundreds of models that would have to be reconfigured as many of them have prereq techs tied to the main World at War mod.
Which begs the question: are you wanting to play these civs with the main World at War mod enabled?
If not, then many decisions would be required to change prereq techs to the standard game techs, and many of the units would have to drop out, as there isn't a normal Civ5 counterpart.
How were you wanting to play these civs?
Thanks for your reply. As I said before I'm just noting things that you may have already decided on (and is different to your WWII).
5. I had an instance of a Soviet naval melee unit (Corvette from memory) capture a city. Should it be able to?
6. I'm about to capture the last couple of Czech cities. Will I get their starting oil allocation - the one without any oil wells? I don't really need it as my tech is far enough along that I have Coal Gasification and Biofuels.
7. Well done on not having the hordes of AI units sitting around doing nothing. I've played WWII games where AI Germany had infantry units numbered in the 170's, and armour in the 40's (not the same game mind you).
8. I vaguely remember on one of your slides that I cannot initiate peace with other civs; that they have to come to me. The Negotiate Peace button is certainly not there. Am I just being fussy in wanting to stop hitting them before capturing all but their last city?
https://gtm.steamproxy.vip/workshop/filedetails/discussion/2218422391/2944746708979361723/?ctp=2
Can you make a standalone mod of the ww2 nations with their Units and flags?
I'm having a great time playing as Germany.
A few observations; not necessarily requesting any changes or anything.
1. Declarations of war you have no control over. Oh, by the way Germany, you have just declared war on Yugoslavia six months after WWII started. Why not just have Yugoslavia declare war on me?
2. Having the League of Nations vote for a Doctrine or Ideology. The text says you get an extra 2 votes if successful, but the extra votes don't appear.
3. I didn't get any extra oil other than the starting free gift, and had used them all. New Waffen SS units that spawned were all infantry, I presumed because I had no oil available, but then after about 5 infantry Waffen SS I started to get armoured units and had negative oil.
4. About half my infantry and armoured units are Waffen SS (June 43). It seems there are too many of them spawning, or too often. Maybe, in conjunction with #5, can you have a spawned armoured unit just not appear if you have no oil?