Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's World at War Scenario - The War to End All Wars (V2)
S-Man  [developer] 22 Nov, 2018 @ 7:20pm
Bug Reports
Please let me know if there are any issues, errors, problems, etc. Thanks!
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Showing 1-15 of 51 comments
S-Man  [developer] 25 Nov, 2018 @ 11:59am 
Known Problems / Issues:

- You can immediately declare war on a civ that just "sued for peace" – am looking at adding a 6 turn peace treaty in the next version

- Suing for peace causes huge problems for the civ that didn't sue - they sometimes have units "frozen" in formerly enemy territory (i.e. can't move them). This causes a need for an "open borders" treaty with their former enemies. Or perhaps a resumption of hostilities. Either way, this needs a bit of work.

- Make all the African towns have Islam as their religion

- Am considering pick Ideologies for AI civs (semi-randomly)

- Coastal defenses: it seems that all cities can build it; able to build it with out the harbor. NEED MORE INFO ON THIS ERROR - the Coastal Defenses 'building' isn't in this mod, but rather the WW2 scenario. Looked at all the "coastal" buildings in this mod and didn't find this error. If anyone has more info on this, please let me know. Thanks!
Last edited by S-Man; 17 Dec, 2019 @ 11:19am
kensw 26 Nov, 2018 @ 11:18am 
I Hit subscribe - just get a clock - waited over a minute no change - never seen this before- had to exit and kill steam to stop
S-Man  [developer] 26 Nov, 2018 @ 11:27am 
You're saying when you hit 'Subscribe' on Steam website, if froze?

I literally have no idea how to address a problem like this one. Did you have better luck after Steam restarted?

Also, just FYI - the scope of this mod is pretty massive (huge map, tons of units), there are some noticeable wait-times between turns, etc. - especially if the combat animations are enabled. The mod is temperamental and takes some patience to get working. Once it's all loaded, though, it's usually pretty stable.

One of the reasons I think Quick Turns is such a good idea - if you like watching the animations, that is.
Last edited by S-Man; 26 Nov, 2018 @ 11:29am
kensw 26 Nov, 2018 @ 11:34am 
Yes - hit Subcribe button on Steam - Got a spinning clock - nothing happened - will try again
kensw 26 Nov, 2018 @ 11:35am 
Yeah !! It work on second try - downloaded
kensw 26 Nov, 2018 @ 12:53pm 
Map ended up in Mods folder had to move it to Maps manually to play - no big deal have seen this before
Ideologies - 7 autocracy and 4 Order - I took freedom just to be different - would suggest manually assigning
Religons? noticed somebody took Islam on first turn in but clicking on religion top screen inactive?
S-Man  [developer] 26 Nov, 2018 @ 1:09pm 
Yeah, the note about manually moving the map to the Maps folder is in the description.

I've noticed the Ideology mix in testing. Some games it's 2/3 Auto vs 1/3 Order, other games it's the reverse. Never seems to be anyone taking Liberty. I've looked into this, and how a civ chooses an Ideology is buried deep in the code. I suspect with so many severe "love/hate" relationships established using the GetScenarioDiploModifier, perhaps that's driving the Civs to Autocracy?

In your most-recent game that you started a generated map on - was the start Era Industrial or later? When a game starts that late, it disables religions, IIRC.

The religions are set up by the scenario, to make it at least look a little more like it did on the ground. This could allow religions to show up in some ways, but from the game engine's perspective, they would be off.

There's really no point to having religions in, except for "flavor." Well, I have used Faith to buy a few Scientists and Universities, though.
kensw 26 Nov, 2018 @ 2:00pm 
Hello it is me again
I thought I read all the description must have missed it.
Yes my last game started in a later era so the dates and start were all mixed up - took me a couple of turns to realize Why is it 1975 Why si it 750 turns in? did a quick reset to ancient age then tried again - Much better
Locking the Ideologies would probably be a good idea
S-Man  [developer] 26 Nov, 2018 @ 2:05pm 
Managing Ideologies is in my notes for V2. Intent is to select the ideologies for the civs at game start. Will probably randomize it a bit, just to add some variety to the game, but try to keep things to something resembling history.

I experimented with some Lua commands to "force" the game to start in the Ancient Era, but it never seemed to work. Didn't put enough time into it obviously, so that's back on the list for the next version.
Last edited by S-Man; 26 Nov, 2018 @ 2:06pm
salad 30 Nov, 2018 @ 2:37pm 
the location of Örebro in Sweden is inaccurate. https://imgur.com/a/3NJQyu5 It should be about where i drew the red thing
S-Man  [developer] 30 Nov, 2018 @ 2:42pm 
@Okay - Thanks! I noticed earlier the there were a couple of cities REALLY in the wrong place. Looks like you found another one.

I didn't create the map originally, but I did heavily edit it. I'll make so to move the city in the next version.
spaz 2 Dec, 2018 @ 11:29am 
I noticed that on relaunch my happiness was all screwed up and it when I captured a city it reverted back to the vanilla style of asking if I wanted to annex or puppet the city. I hadn't cleared the cache on relaunch. Loving the mod so far!
S-Man  [developer] 2 Dec, 2018 @ 11:43am 
@borger - yeah, Happiness is a pain... 😆

It often is buggy at saved game start. That's why it needs a full turn to properly display the correct amount. From what I've seen experimenting with this in the past, the actual Civ Happiness amount isn't in question, but what the Top Panel UI displays is what's the problem.

There are probably a few things I could look at, but it be a while before I can get to this.
If you become Switzerland's ally, you'll effectively cheese any of your opponents that are on her borders, as they'll mass troops and constantly bomb their cities but cannot enter due to Switzerland being locked in by mountains.
S-Man  [developer] 4 Dec, 2018 @ 5:30am 
@Snoop - yes, Switz has been a pain in the butt from the first version.... I experimented with a series of LUA functions to constantly check for peace/force peace whenever a civ wanted to war with Switz. All it did was slow down the game, increase the number of crashes, and there were still plenty of wars occurring, sometimes more than one a turn.

It was just hopeless, TBH. I've seen other WW2 scenario maps that simply "mountain over" the entire country and ignore them completely. I tried to strike a balance and leave them in, but take them out of contention for the most part. (p.s. this won't work for the WW2 scenario, due to paratroopers)

Historically, it would have been unthinkable to attack/invade Swiss. Even Hitler at his worst, never seriously contemplated attacking.

During testing, I honestly haven't been paying any attention to Swiss. Do you think it's a serious distraction to the performance of the mod? How would you feel if the Swiss civ is replaced by a lot of mountains?
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