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Post by Fistalis on Dec 9, 2013 12:22:37 GMT -6
Basic playable conversion... Major things to note. Some of my meshes aren't properly converted so the odd infantry that looks like an APC rather than the proper camo may pop up. Rubber is being produced by cities in small amounts like water was in CW. Until I find some concrete info on Natural AND synthetic rubber production in the modern world it will stay like this. (or figure out a way to revert it back to water for this mod) AKA Rubber IS water at this point in the game.. its just called Rubber. Rubber plantations can be built in the Water locations from SRCW.. and rubber is considered water for all economic purposes. (civilian use etc) Minimal testing has been done.. and this is an ALPHA version of a mod for a BETA game. Any issues you can't reproduce in the vanilla game report to ME here. Don't need to confuse BG with issues caused by my mods ESPECIALLY at this state in the beta. DOWNLOADStandard Install. Unzip to your folder with the SR1936.exe in it and allow overrides. Generally for now I personally suggest you Copy the complete 1936 folder from the steam apps folder into a new location and use THAT copy of the install for my mod so you can test on pure vanilla without my mod getting in the way. MANY things are not implemented (GUI mods such as sats, the older techs added for 1936 etc) but again this is a playable ALPHA state of the mod. Not all events are triggering properly so some nations will start at war that shouldn't for example Israel/palistine. There are MANY setup events are not working properly but it is playable in the most basic of forms. I do want to add that now that the game is optimized for higher resolutions the high res pics I used for most leaders really look much better.
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Post by Fistalis on Dec 10, 2013 0:50:27 GMT -6
V0.02 Redid events files so the game should be setup much more closely to 0.85 of the CW version. Meshes etc still bugged. Rubber is still water etc.
Notable issues. many countries still start out at war but that is resolved in the first day.. will be fixed/refined in a better fashion as I further redo the events.
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Post by Fistalis on Dec 10, 2013 1:53:04 GMT -6
I'm pretty much done even messing with the conversion for now.. I'm sure the tools are there but until BG shares the new event codes, etc with me its not going to get any better than it is.
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Post by Fistalis on Dec 10, 2013 21:08:28 GMT -6
I'm pretty much done even messing with the conversion for now.. I'm sure the tools are there but until BG shares the new event codes, etc with me its not going to get any better than it is. Btw i am aware that you cannot trade with the Rebel factions at this point and they are marked as "dead" on the almanac unless you are playing them. This is the the first major speed bump I need BGs help on.. an event to revive the "dead" nations. The old way was to make them colonies at the start then declare independence during the staging process. (something you guys never saw) But now that The staging process is unavailable I need a new way to revive them. Without that I COULD revert to the old way but it would make the rebel factions unplayable since they would start as colonies and those are unplayable. another option is available but i consider it the nuclear option.. and will be used in the worst case scenario. Edit: Just got a reply from Balt about the needed Event.. have to test it but if it works properly look for 0.03 by tommorrow.
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Post by Fistalis on Dec 11, 2013 11:46:53 GMT -6
0.03 Released. Rebel factions are now fully functional However the new Event code causes peace when it fires so 0.04 will see events to get the rebels back to fighting. Some rebel factions may still be missing forces they should have due to a change in the way the events are coded. FARC is the only one I saw for sure, but that will get a fix in 0.04 as well. Also.. yes relations are screwed.. I have to rexamine/rebalance them all now that I've removed the staging phase.
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Post by Fistalis on Dec 16, 2013 7:02:02 GMT -6
Wow deafening silence.
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Post by Fistalis on Dec 16, 2013 11:49:22 GMT -6
0.04 released. Rebel factions now properly rebelling. Tons of relations fixes. Note the first 36 hours is now the "staging" period.. so if things aren't "correct" when you first start up the game give it a day for all the events to kick in.
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Post by cdiplayer on Dec 16, 2013 20:30:41 GMT -6
I haven't actually tested this yet because I've been too busy playing the regular campaign for 1936 lol
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Post by Fistalis on Dec 16, 2013 20:36:41 GMT -6
I haven't actually tested this yet because I've been too busy playing the regular campaign for 1936 lol No worries.. i'm currently just trying to catch it up with the CW version. Since many things have to be redone its a long process.
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Post by cdiplayer on Jan 10, 2014 20:41:19 GMT -6
So I finally played my first game of modern world on 1936. I have a few suggestions. First of all, I wish you could find some way of preventing certain nations from selling or scrapping the majority of their military during peacetime. The reason I say this is because I was playing as Jordan and, after annexing the Palestinian Authority I planned to attack Israel and take Jerusalem. I built up and modernized my military, installed defensive posts all along the border, spent a good 2 hours placing all my units in just the right locations and maximizing garrisons, anticipating a hard fight. Then I attacked and discovered that by 2015 Israel had sold off most of its military and not only did I take Jerusalem and the rest of the West Bank, but within a month Israel had collapsed and I had colonized the whole country. The other thing I would like to congratulate you on is that it appears the Syrian Civil War is finally balanced, I've seen the rebels win without intervention and I've also seen Assad win. I know I sound like a broken record but to make the scenario more realistic I still think you should split the FSA forces into two factions. Also, the FSA has a weird government problem. When I play as the FSA they are a Monarchy but when I don't play as them they are a democracy. Also, the Faroe Islands were granted home rule by Denmark back in 1948 so they should be a colony like Greenland rather than annexed.
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Post by Fistalis on Jan 11, 2014 19:35:34 GMT -6
So I finally played my first game of modern world on 1936. I have a few suggestions. First of all, I wish you could find some way of preventing certain nations from selling or scrapping the majority of their military during peacetime. The reason I say this is because I was playing as Jordan and, after annexing the Palestinian Authority I planned to attack Israel and take Jerusalem. I built up and modernized my military, installed defensive posts all along the border, spent a good 2 hours placing all my units in just the right locations and maximizing garrisons, anticipating a hard fight. Then I attacked and discovered that by 2015 Israel had sold off most of its military and not only did I take Jerusalem and the rest of the West Bank, but within a month Israel had collapsed and I had colonized the whole country. The other thing I would like to congratulate you on is that it appears the Syrian Civil War is finally balanced, I've seen the rebels win without intervention and I've also seen Assad win. I know I sound like a broken record but to make the scenario more realistic I still think you should split the FSA forces into two factions. Also, the FSA has a weird government problem. When I play as the FSA they are a Monarchy but when I don't play as them they are a democracy. Also, the Faroe Islands were granted home rule by Denmark back in 1948 so they should be a colony like Greenland rather than annexed. I'll take a look but I'm not sure if this is due to something I've done or not. IIRC the only nations that are marked to reduce the size of their militaries specifically by me are the U.S. and Russia at this point. This is likely something the AI is choosing to do itself due to economic reasons. One thing that may be causing issues right now is the need for water aka rubber since I need to figure out which way to go with that issue one way or another.
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Post by WireZerstörer on Mar 7, 2014 21:13:59 GMT -6
Will be there an update for Modern World 1936 any time soon? I'm so eager to play the new version! Oh, and i almost forgot, why do all countries lack of consumer facilities? that kinda breaks gameplay (sorry for my weird way of speak english >.<)
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Post by Fistalis on Mar 9, 2014 18:03:17 GMT -6
Will be there an update for Modern World 1936 any time soon? I'm so eager to play the new version! Oh, and i almost forgot, why do all countries lack of consumer facilities? that kinda breaks gameplay (sorry for my weird way of speak english >.<) Not likely, I'm waiting til closer to release to do major work to the modern world mod so i can worry less about fixing it every few weeks when they update. As for consumer goods thats one of the things I've gotta fix in the future, a long with finishing the conversion of rubber to water.
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Post by Fistalis on Mar 30, 2014 19:23:42 GMT -6
Just a small update, I tried to recache a new version last week and it crashed the engine. It seems BG has changed something and at this point I cannot cache the scenario at all.
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Post by Whitehead on Apr 25, 2014 15:34:38 GMT -6
So what is significantly different from the Cold War Modern World Mod and this one? From a distance it looks exactly the same.
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