New Mod on Wiki - World War IV
Moderators: Balthagor, Legend, Moderators
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
New Mod on Wiki - World War IV
A new mod has been created; World War IV is posted on the Wiki for anyone who would like to try it out.
This has been sitting in the back of my mind for quite a while now and over the last two weeks I scrounged up enough time to actually put this mod together. There has been very little testing so let me know if anything goes particularly wierd, I've done a lot of "extreme" modding here. Here are the changes;
- Build caps changed, total reduction of 314 slots (~30% reduction)
- Custom equipment file used
o Dumped all mine warfare ships
o Unit 4014 is no longer sea port, now Naval Base, values adjusted. Pic 430
o New upgrade 4057 Shipyard (naval build cap 3). Pic 357
o Airbase build cap reduced to 2
o Land bases build caps reduced to 1/2/3/4
o Naval Surface Attack of Strategic Bombers doubled
o New values used for naval unit supply use and supply cap
o Increased helo hard attack. Fort attack now = hard attack
o Supply cap and use for a number of helos rebalanced
o Engineer units soft attack reduced by 30%, hard attack by 40%
o Light infantry close attack reduced by 60%
o Medium infantry close attack reduced from 16 to 14
o attempts to make helos land on FARPs (untested)
- many units removed from scenario, a few units added
- base commodity costs increased; oil(x2), coal, timber, water(x4), agri and electricity
- Per person demand of petrol reduced by 25%
- Per person demand of electricity reduced by ~ 10%
- Wmproduction value for MG reduced massively (*.1)
- Wmproduction value for IG (*.85)
- Wmproduction value for Uranium (*.85)
- Add back WM, assigned WMintegrity values
- reduce power for some regions
- petrol potential reduced across most regions
- Urban electricity production reduced
- regions rebalanced
- MG stock reduced
- When Player Variables file imported, new Default.INI playerset used to increase max autobuy prices
Obviously some of this comes from discussions we've had on the forum, such as the helo attack values, other goes to things we're discussing as we work on Supreme Ruler 2020 such as the reduced build capacities. I've run in through a few game months, most countries stay in the green (in fact some are too rich). I've still got a few things I'm working on adding to improve it but I'd love some feedback (particularly if anyone uses both this and the Upgrades mod).
This has been sitting in the back of my mind for quite a while now and over the last two weeks I scrounged up enough time to actually put this mod together. There has been very little testing so let me know if anything goes particularly wierd, I've done a lot of "extreme" modding here. Here are the changes;
- Build caps changed, total reduction of 314 slots (~30% reduction)
- Custom equipment file used
o Dumped all mine warfare ships
o Unit 4014 is no longer sea port, now Naval Base, values adjusted. Pic 430
o New upgrade 4057 Shipyard (naval build cap 3). Pic 357
o Airbase build cap reduced to 2
o Land bases build caps reduced to 1/2/3/4
o Naval Surface Attack of Strategic Bombers doubled
o New values used for naval unit supply use and supply cap
o Increased helo hard attack. Fort attack now = hard attack
o Supply cap and use for a number of helos rebalanced
o Engineer units soft attack reduced by 30%, hard attack by 40%
o Light infantry close attack reduced by 60%
o Medium infantry close attack reduced from 16 to 14
o attempts to make helos land on FARPs (untested)
- many units removed from scenario, a few units added
- base commodity costs increased; oil(x2), coal, timber, water(x4), agri and electricity
- Per person demand of petrol reduced by 25%
- Per person demand of electricity reduced by ~ 10%
- Wmproduction value for MG reduced massively (*.1)
- Wmproduction value for IG (*.85)
- Wmproduction value for Uranium (*.85)
- Add back WM, assigned WMintegrity values
- reduce power for some regions
- petrol potential reduced across most regions
- Urban electricity production reduced
- regions rebalanced
- MG stock reduced
- When Player Variables file imported, new Default.INI playerset used to increase max autobuy prices
Obviously some of this comes from discussions we've had on the forum, such as the helo attack values, other goes to things we're discussing as we work on Supreme Ruler 2020 such as the reduced build capacities. I've run in through a few game months, most countries stay in the green (in fact some are too rich). I've still got a few things I'm working on adding to improve it but I'd love some feedback (particularly if anyone uses both this and the Upgrades mod).
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- General
- Posts: 1168
- Joined: Jul 14 2004
- Human: Yes
- Location: Space Coast, FL
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Ver 0.91 posted, small change;
- Added some WM buy and sell qty to the market to encourage regions to export (Uranium, Petrol and Hydro)
I think this will keep most regions in the green over time as long as the player doesn't create a monopoly on a product and push the prices. I still find most regions make too much money, but not sure if I'll have time to do much more work on this...
- Added some WM buy and sell qty to the market to encourage regions to export (Uranium, Petrol and Hydro)
I think this will keep most regions in the green over time as long as the player doesn't create a monopoly on a product and push the prices. I still find most regions make too much money, but not sure if I'll have time to do much more work on this...
- Feltan
- General
- Posts: 1151
- Joined: Aug 20 2006
- Location: MIDWEST USA
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- General
- Posts: 1092
- Joined: Feb 14 2004
- Location: New York
There was some little discussion before where someone argued that mech infantry didn't receive enough credit for their armor and firepower in close when you figure how high light infantry's stat is compared to them, but I don't know if that was relevant to Balthagor's... it's an interesting issue I think.
- bergsjaeger
- General
- Posts: 2240
- Joined: Apr 22 2005
- Location: Woods Bend, Alabama,USA
umm, tried to play World War IV last nite. Have an issue with it, downloaded the file, zipped to where it said to, but when I picked the scenario in the custom maps, nothing was shown except the name for the Word War IV scenario and the regions you can pick stayed as the Naval Conquest scenario. I know I did everything right because I downloaded the upgrade mod Chris made and it works fine. So what am I missing?
In war destroy everything even the livestock.
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- General
- Posts: 1092
- Joined: Feb 14 2004
- Location: New York
- bergsjaeger
- General
- Posts: 2240
- Joined: Apr 22 2005
- Location: Woods Bend, Alabama,USA
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
- bergsjaeger
- General
- Posts: 2240
- Joined: Apr 22 2005
- Location: Woods Bend, Alabama,USA
Baloogan rush = zerg rush. But really, I hope there isn't too much of a change in LI, that type of unit makes up a 3rd of all my ground forces. I hate to see a change to the units that will cause me to dislike the units, (ex. like what happened to the Zumwalt.) Still its the devs game and designs, they make the call on what to create or change.
In war destroy everything even the livestock.
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
- bergsjaeger
- General
- Posts: 2240
- Joined: Apr 22 2005
- Location: Woods Bend, Alabama,USA
- bergsjaeger
- General
- Posts: 2240
- Joined: Apr 22 2005
- Location: Woods Bend, Alabama,USA
- Balthagor
- Supreme Ruler
- Posts: 22106
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
- bergsjaeger
- General
- Posts: 2240
- Joined: Apr 22 2005
- Location: Woods Bend, Alabama,USA