View Full Version : [BtS MOD] Wolfshanze 1850-1920 Enhancement Mod v2.0


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Wolfshanze
Oct 28, 2007, 10:06 PM
NOW AT v2.85 (as-of 27-Oct-2008)
For Use with BtS v3.17
New custom DLL standard with download and full support for 36-Civ earth scenario (included)...

ATTN BtS v3.13 Users
This version of the Wolfshanze Mod was made especially for v3.17 of BtS, it's time for you to upgrade!
Click Here to see the Wolfshanze Mod Video Introduction (http://www.youtube.com/watch?v=BnhuSu6dg7c)
http://i84.photobucket.com/albums/k3/Wolfshanze/Games/NewMainMenu.png
See Spoiler section below for preview of flavor units included in the mod

Download Here (385MB):
BtS Wolfshanze Mod v2.85 (http://forums.civfanatics.com/downloads.php?do=file&id=9497)

This mod is an enhancement to the base gameplay of Civ4 BtS, and should be used as a direct replacement for basic random games... it focuses greatly on several missing unit classes between the 1850s to the 1920s (between Ironclad Monitors and WWII-style battleships), including many new naval classes and full support for WWI units, including a full WWI air war. Nuclear explosions have been enhanced. Also, Hitler, Hirohito, Ho-Chi Minh, Cleopatra, Caligula & Kim Jong-il are now available to fight for or against for their respective civs. Three all-new civs have been added in the Austrian, Polish and Vietnamese empires. New flags for most nations enhance the look of many civs. Countless new unit graphics have been added, most of which are nation/ethnic-specific... very little has been changed in game mechanics, mostly new looks or filling the gaps in the progression of units. In-short, this mod will play much like vanilla Civ4... but it will look a lot better and offer you more choices in units and civs to use. This mod is for Civilization IV: Beyond the Sword.


***********
Description
***********

Using the graphics made by Refar, Elhoim, kodzi, Danrell, Hadrean, Snafusmith, Bernie, GeneralMatt, Houman and others (I lost track... lots of folks though!). Also, special thanks to Xenomorph for his help with both some artwork, and most especially his DLL, Python and XML help, and to Arian for his video introduction to the Wolfshanze Mod! I created this mod with a blend of new units to cover the 19th and 20th century in naval warfare, WWI units, and expanded unit/national diversity, as well as putting the leaders of Hirohito and Hitler into the game.


****************
New Unit Classes
****************
Battering Ram
Capped Ram
Galleass
Ironclad Cruiser
Ironclad Battleship
Protected Cruiser
Pre-Dreadnought
Destroyer Escort
Dreadnought
Heavy Cruiser
Boomer Submarine
Early Tank
Heavy Tank
Early Fighter
Early Bomber
Light Bomber
Seaplane
Jet Bomber
UAV


************************
New Graphics & Diversity
************************
Too many changes to list seperately. Let's just say there's been a huge effort at unit diversity... Japanese will look like Japanese, Germans will look like Germans, Africans will look like Africans, etc, etc.


Sample of Land/Air units
http://i84.photobucket.com/albums/k3/Wolfshanze/Games/WolfMod1.jpg
http://i84.photobucket.com/albums/k3/Wolfshanze/Games/GermKnight3.png

Sample of Sea/Misc units
http://i84.photobucket.com/albums/k3/Wolfshanze/Games/BritishTotalFleet.png
http://i84.photobucket.com/albums/k3/Wolfshanze/Games/GermanTotalFleet.png

Hitler added:
http://i84.photobucket.com/albums/k3/Wolfshanze/Games/WolfHitler.jpg

Hirohito added:
http://i84.photobucket.com/albums/k3/Wolfshanze/Games/WolfHiro.jpg

Naval Unit Changes/Ages/New Units:
After Frigates, Ships of the Line and Galleons (Age of Sail):

Age of Steam:
Ironclad Gunboat (12/2... coastal only) - Coal - [Military Science & Steam Power]
Ironclad Cruiser (15/4... ocean going) - Coal - [Steel & Steam Power]
Ironclad Battleship (18/3... ocean going) - Coal - [Steel & Steam Power]
Paddle Steamer (10/4 - 4 cargo capacity) - Coal - [Steam Power]

Pre-Dreadnought Age:
Protected Cruiser (22/5) - Coal - [Combustion & Rifling]
Pre-Dreadnought (26/4) - Coal - [Combustion & Rifling]

Dreadnought Age:
Destroyer Escort (26/6) - Coal/Oil - [Assembly Line, Combustion, Artillery & Physics]
Dreadnought (38/5)* - Coal/Oil - [Assembly Line, Combustion, Artillery & Physics]

Modern Age:
Destroyer (30/8) - Oil -
Heavy Cruiser (34/7)** - Oil - [Industrialism, Combustion & Artillery]
Battleship (42/6)*** - Oil - [Industrialism, Combustion & Artillery]

All Naval Ages starting with Pre-Dreadnoughts get a 20% bonus against any previous ages.
======
*10% Bonus against Destroyer Escorts
**10% Bonus against Destroyers
***10% Bonus against Heavy Cruisers and Destroyers

The * bonuses are cumulative with "vs Age" bonuses... so a Modern Battleship would get a 30% bonus when matched against a Dreadnought Age Destroyer Escort.


New from previous versions of the Wolfshanze Mod:
************
New in v2.85
************
Fixed "Pink Map" bug for Austrian Infantry
Fixed German Fallschirmjäger (Paratrooper) drop range to match default Paratroopers
Fixed Persian Scythe Chariot stats (no-longer gets defensive bonus)
Fixed Airliner Crash Event to only come after airports have been built
Updated/Modified Trafalgar Square to now require Military Science AND Astronomy
Updated/Modified Overwhelm Doctrine Event to include Cruisers and Subs
Hoplites now get free "Formation" promotion
Viet Cong no-longer get 2-movement... dropped-back-down to 1-movement
Castles now require "Feudalism" instead of "Engineering"
Swapped Chemistry and Military Science on the tech chart (along with some units) to make more sense
You can now no-longer "rush" Rifles by bypassing Grenadiers on the tech treee
Added new tech "Muskets" between Gunpowder and Military Science
Added Cog (Medieval naval transport)
Added Bombard (early gunpowder siege weapon)
Added Ronald Reagan as leader for America (new diplomacy music)
Added Emperor Meiji as leader for Japan
Added Emperor Napoleon III as leader for France
Added Vladimir Lenin as leader for Russia (new industrial-age diplomacy music)
Added Lech Walesa as leader for Poland (new diplomacy music)
New diplomacy music for Abe Lincoln (Battle Hymn of the Republic-based)
New construction movies for all seven world religion shrines
Tweaked several Age of Sail units' naval combat ratings and combat bonuses
Tweaked various transports (Ancient to Modern) to include AI routines for spies and missionaries
Korean Hwacha UU moved from Catapult to Trebuchet replacement with new unit stats
Air Superiority & Muskets Tech now get a new "quote reading" when discovered
Oxford University Movie gets new soundtrack (Pomp and Circumstance instead of a loud trumpet)
Destroyer & Pre-Dreadnought bombard rates tweaked
Missionaries can now enter rival territory

New models/skins for:
Leaderhead skins for Gandhi, Frederick, Bismarck, Mehmed II, Suleiman, Cyrus
Default Ironclad (Turreted) Battleship
European Explorer (now in team color)
European Industrial-Era Pikeman
Western-Sphere B-47 Jet Bomber
Soviet-Sphere Tu-16 Jet Bomber
Japanese Cannon
Japanese Rifleman
Japanese Cavalry
Japanese Machinegun


************
New in v2.84
************
Altered AI perception of MG use in field
Fixed bug with Khmer Axeman introduced in v2.83 (oops)
New Hitler LH model (improved by NikNaks)
New Random Resources Earth Scenario Maps (indicated with an "RR" in the map name)
Paratrooper drop range increased from 5 to 7 (same range as light bombers)
Machine Gunners, AT Infantry, SAM & Mobile SAM now in a new "Trench Unit" class
Infiltration Promotion added (+25% against Trench Units)
Urban Warfare promotion added for Gunpowder Units
City Raider promotions removed from Armor Units
Available promotions for Siege Units updated
Upgrade cost of Early Flyer to more modern aircraft fixed
Airport effects broken-up into two (cheaper) buildings: Airbase with Flight, Airport with Air Superiority
Harbormaster Quest fixed to effect all naval classes
Experienced Captain Event has been updated to include all new ship classes
Dreadnoughts will no-longer appear in the modern unit build que... Dreadnoughts can now upgrade to Battleships for an exhorbant cost

New models/skins for:
Team Color Rifleman (for some civs)
European Ancient Axemen (numerous)
American Medieval Set (v3.0)
American Paratrooper
Arabian MBT
Austrian Jäger
Babylonian MBT
Carthagenian Rifleman
Egyptian MBT
English Paratrooper
Ethiopian MBT
French Paratrooper
German Horseman (Ancient & Medieval)
German Axeman (Medieval)
German Swordsman (Ancient & Medieval)
German Protected Cruiser (Scharnhorst with gloss)
German Pre-Dreadnought (Brandenburg with gloss and damage states)
Japanese Marine
Korean Marine
Mali MBT
Persian MBT
Roman Infantry
Roman Marine
Roman Paratrooper
Roman AT Infantry
Roman SAM Infantry
Sumerian MBT
Vietnamese MBT
Viking Swordsman
Zulu MBT


************
New in v2.83
************
New Wolfshanze Mod main-menu screen
Barrage promotion removed from all Submarines
Modern naval units now require a source of metal... no more building battleships out of wood!

New models/skins for:
Default Protected Cruiser (new Pallada with team color)
Default Pre-Dreadnought (newly skinned Canopus with team color)
Asian Triremes (Dragon Triremes now come in Green, Gold, Black, Blue & Red)
Asian Caravel (Dragon Caravels now come in Green, Gold, Black, Blue & Red)
Asian Galleon (Zheng He's Treasure Ship)
Mid-East Infantry
American Carrier (Essex reskinned)
Austrian Protected Cruiser
Austrian Pre-Dreadnought (Erzherzog Karl class)
Austrian Main Battle Tank (Leopard 1 reskin)
Babylonian Marine
Egyptian Marine
English Protected Cruiser
English Pre-Dreadnought (Canopus reskinned)
Ethiopian Cavalry
French Protected Cruiser (Gueydon class)
German Protected Cruiser (Scharnhorst class)
German Destroyer (improved Z-class)
German Battleship (improved Bismarck hull)
Greek Cannon
Greek Rifleman
Greek Cavalry
Meso Galleass
Meso Marine
Mongol Warrior
Mongol Axeman
Mongol Chariot
Mongol Crossbowman
Mongol Heavy Footman
Mongol Knight
Mongol Explorer
Mongol Fighter (I-16 reskin)
Ottoman Marine
Roman Protected Cruiser (Vettor Pisani class)
Russian Protected Cruiser (Aurora class)
Russian Pre-Dreadnought (Bronenosets smoke and ropes removed)
Sumerian Marine


************
New in v2.82
************
Fixed AI bomber bug (AI would not bomb if enemy fighters were on intercept)
Fixed fighter intercept animation bug (intercept animation was not showing)
Added BtS better AI 0.35 mod (enhanced AI routines)
Ethnic Unit Art for Ethiopians and Mali corrected
Updated to Ethnic Citystyles v1.04

New models/skins for:
Asian Galleass (Kobukson Animation now with cannons)
Meso-American Trireme
Mid-East Trireme (Dromon)
Austrian Dreadnought (Tegetthoff reskinned)
Ethiopian Jet Fighter (MiG-21)
German Pre-Dreadnought (Brandenburg new wood deck)
Japanese Dreadnought (Ise reskinned)
Ottoman Dreadnought (Moltke reskinned)
Polish Main Battle Tank (PT-91)
Roman Dreadnought (Cavour reskinned)
Roman Heavy Tank (Fiat P26/40)
Russian Main Battle Tank (T-90)
Vietnamese Jet Fighter (MiG-21)
Zulu Jet Fighter (MiG-21)


************
New in v2.81
************
Fixed flanking attacks for horse-units, gunships and subs
Fixed combat animation for Ancient Celtic and Ancient German Spearmen
Galleass animation fixed
Galley animation fixed
Asian Junk animations fixed
Corrected Ancient Norse and Russian city walls (fixed in v1.04?)
Galleons now have a base movement of "3"
Base War Weariness Changed to "3" (BtS v3.13 was "5", v3.17 was "2")
Macemen now require Iron only (not choice of Iron or Copper)
Swordsman now requires Iron or Copper

New models/skins for:
Default Pre-Dreadnought (Charlemagne reskin)
Default Protected Cruiser (Olympia reskin)
Default Submarine
Asian Galley (Atakebune)
Asian Trireme (Dragon Ship)
Asian Galleass (Kobukson)
European Merchantman (replaces Galleon)
American Destroyer Escort
American Dreadnought (South Carolina reskin)
English Destroyer Escort
French Destroyer Escort
German Galleon
German Destroyer Escort
German Dreadnought (Helgoland reskin)
German Battleship (Bismarck reskin)
Japanese Destroyer Escort
Roman Destroyer Escort
Russian Destroyer Escort


************
New in v2.80
************
Full support for v3.17 of BtS
Added new civ: Vietnam
Added new ancient units: Battering Ram & Capped Ram
Added new aerial scout units: Seaplane & UAV
Added Mussolini Leader for Rome
New graphics for Persian Darius I leader (no longer creepy)
New 36-Civ Earth scenario (includes Austria, Poland and Vietnam)
New flags for Mongolia
New flags for Poland
New Civilopedia button for the Celts
Civ colors "tweaked" for Holland and the Ottomans
Updated to Ethnic Citystyles v1.03 (new Polish & Russian citystyles)
Spanish Conquistador is now a replacement unit for the Explorer (stats changed)
Spain gets a new UU, the "Royal Galleon"
Submarines of all ages now get 1 to 2 First Strikes
Destroyers of all ages now get First Strike Immunity
Light Bomber animations updated to drops bomb when attacking
Increased volume of Austrian diplomacy/city music
Poland now has a new UB: Sejmik (replaces old UB)
Cost of Dreadnoughts and Battleships raised
Suryavarman II favorite religion changed to Hindu
"Fission" is no-longer an industrial-age tech... it's now "modern age".
Closed the "not industrializing" during industrial-age loop-hole in tech tree... need to at least get assembly-line before proceeding to modern-age techs
Grave's Pirate Mod included (Barbarian invasions from sea more likely)

Custom Gamecore DLL changes (BtS v3.17):
Full support for 40-civs in a single scenario
Solver's 0.19 Unofficial Patch Changes
Lt.Bob's Nuclear Fallout instead of desertification in Global Warming
Aerial Recon Missions can now be intercepted

New models/skins for:
American Dreadnought (South Carolina class)
Asian Galley (Dragon Galley)
Asian Trireme (Kobukson)
Austrian Medieval Warlord
Austrian Dreadnought (Tegetthoff class)
Byzantine Musketman
Byzantine Rifleman
Byzantine Machinegun
Celtic Archer
Celtic Axeman
Celtic War Elephant
Celtic Grenadier
Celtic Horseman
Celtic Knight
Celtic Longbowman
Celtic Heavy Footman
Celtic Scout
Celtic Spearman
Celtic Swordsman
Celtic Warrior
Celtic Gallic Warrior
English Battleship (KGV class)
English Modern Warlord/General (Montgomery)
German Medieval Spearman
German Heavy Footman
German Knight
German Medieval Warlord
German Destroyer (Z-Class)
German Heavy Cruiser (Graf Spee updated to v1.0)
Japanese Dreadnought (Ise class)
Japanese Carrier (Zuikaku class)
Ottoman Dreadnought (Moltke class)
Paddle Steamer (all nations)
Polish Medieval Warlord
Polish Modern Warlord
Roman Dreadnought (Cavour class)
Roman Marine
Roman Main Battle Tank (Ariete)
Roman Modern General updated to v2.0 (Beretta 35 added)
Russian Dreadnought (Borodino class)
Spanish Light Bomber (Ba.65)
Spanish Bomber (SM.79)
Viking Paratrooper


************
New in v2.73
************
Fixed CTD bug with Ottoman and Mongol civs in Industrial Age
Fixed CTD bug with Horse Whisperer event
Changed the music to Brandenburg Gate & Heroic Epic wonder movies
Fixed minor typo-bug with Trafalgar Square
Fixed minor typo-bug with Celt Empire
Updated to Ethnic Citystyles v1.02

New models/skins for:
African Modern Warlord (faceglow fixed)
American Fighter (P-38)
Byzantine Modern Warlord/General
Carthagenian Modern Warlord/General
Celtic Crossbowman
Celtic Rifleman
Celtic Fighter (P-47)
Egyptian Fighter (Hurricane)
Egyptian Light Bomber (Battle)
Egyptian Bomber (Lancaster)
English Longbowman
French Longbowman
German Heavy Cruiser (Graf Spee)
Meso-American Cannon
Roman Modern Warlord/General
Viking Modern Warlord


************
New in v2.72
************
Hitler Leader received new AI routine
Francis I Leader received new AI routine
Custom music added for Austria Civ
Updated to Ethnic Citystyles v1.01
Fixed Heavy Hussar availability bug
Improved American Pre-Dreadnought animation... secondary turrets now rotate/fire
Improved German Pre-Dreadnought animation... central turret now rotates/fire
AI more-likely to use MGs for city defense
Early Tanks get a +25% attack vs MGs
Galleons and Privateers now have a light Bombard rate
Explorers can now attack & pillage (still have very weak attack)
New Wonder Movies for Brandenburg Gate and Trafalgar Square
New Wonder Movies for ALL the National Wonders

New models/skins for:
Asian Medieval Great General/Warlord
Austrian Chariot
Austrian Longbowman
Austrian Explorer
Babylon Jet Fighter (Mig21)
Carthagenian Marine
Carthagenian Paratrooper
Carthagenian SAM Infantry
Chinese Jet Fighter (Mig21)
Dutch Jet Fighter (F5)
Egyptian Jet Fighter (Mig21)
European Gunship (improved)
German Chariot
German Longbowman
German Caravel
German Galleon
German Frigate
German Ship of the Line
Greek Jet Fighter (F5)
Indian Jet Fighter (Mirage2000)
Ottoman Jet Fighter (F4)
Persian Jet Fighter (Mig21)
Polish Heavy Footman
Polish Musketman
Polish Grenadier
Polish Rifleman
Polish Cannon
Polish Fighter
Polish Jet Fighter (Mig21)
Portuguese Rifleman
Spanish Rifleman
Spanish Jet Fighter (F4)
Sumerian Jet Fighter (Mig21)
Viking Machine Gun
Viking Infantry
Viking AT Infantry
Viking Marine


************
New in v2.71
************
Corrected/fixed face-glow bug on Japanese General
Fixed CTD bug when human player attempted to build Polish Heavy Hussar

New models/skins for:
Austrian Opera House Unique Building (all-new model & button)
Polish Infantry


************
New in v2.70
************
Custom DLL removed for stability reasons, Custom DLLs now optional
Polish Civilization added w/custom units, sounds & music
New Civilization colors added/changed
Replaced Austrian Landsknecht (old Holy Roman UU) with new Jäger UU
Replaced Austrian Rathaus (old Holy Roman UB) with new Opera House UB
Replaced useless German Assembly Plant with Krupp Steel Works
Added Ethnic City Styles (thanks Geomodder)
Added Brandenburg Gate Wonder
Added Trafalgar Square Wonder
Added new (special) unit class... "Early Flyer"
Tech tree slightly altered... now impossible to bypass WWI units
Added "Anti-Air" upgrade ship promotion
New ship AA levels: DE-5%, Dread-5%, DD-20%, BB-25%, CA-30%
Reduce AA of Mech Inf to 10%
Added Cleopatra LeaderHead
Caligula LH updated to v3
Earth-map 34/35 player scenarios updated for custom city sets & Poland

New models/skins for:
African Warlord/General (Modern)
American Explorer
Austrian tank (Lt vz 38)
Babylon/Sumer Fighter (Iraqi Gladiator)
Carthagenian Cuirassier
European Gunship (Tiger Eurocopter)
French Submarine (Le Redoutable class)
German Submarine (VIIC)
German Warlord/General (Modern)
Indian Cuirassier
Japanese Cuirassier
Japanese Warlord/General (Modern)
Khmer Cuirassier
Korean Air Force
Meso Explorer
Ottoman Cuirassier
Ottoman Heavy Tank (Pz-IVG)
Polish Early Fighter (Albatros)
Russian Warlord/General (Modern)
Spanish Heavy Tank (Pz-IVG)
Spanish Fighter (Me-109)
Team Early Fighter (based on Sopwith Pup)
Team Early Bomber (based on Handley Page)
Viking Cuirassier
Viking Heavy Tank (Pz-IVG)


************
New in v2.69
************
The "I have power" penalty of -2 :yuck: has been dropped to -1 :yuck:.
Added Caligula as leader of Rome.
Added Ho-Chi Minh as leader of Khmer.
Added Kim Jong-Il as leader of Korea.

New models/skins for:
African Warlord/General (Ancient & Medieval)
American MG
American Submarine (Gato class)
Austrian Early Tank (FT17)
Austrian Heavy Tank (Panther)
Byzantine Submarine (Marconi class)
Chinese Bomber (Martin B-10)
Dutch Musketman
Dutch Submarine (Orzel)
English Early Tank (MkV)
English MG
English Warlord/General (Medieval)
English Submarine (T class)
French Early Tank (FT17)
French Early Tank (St Charmond)
French Battleship
French Warlord/General (Medieval & Modern)
German Warlord/General (Ancient, Medieval & Modern)
German Early Tank (A7V)
Global Early Tank (FT17)
Greek MG
Japanese Early Fighter (Ki-10)
Japanese Submarine (B1 class)
Meso-American Warlord/General (Ancient)
Middle East Explorer
Middle East Warlord/General (Ancient & Medieval)
Native Explorer
Ottoman Grenadier
Ottoman Bomber (Martin B-10)
Persian Tank (CKD TNH)
Roman Early Tank (Fiat2000)
Roman MG
Roman Submarine (Marcello class)
Russian MG
Russian Submarine (Shchuka class)
Russian Early Tank (FT17)
Viking Tank (Stridsvagn M/41)


************
New in v2.68
************
Corrected leaderhead Francis I background image

New models/skins for:
Ethiopian Unit Set (13 new units)
Malinese Unit Set (17 new units)
American Explorer (Davy Crockett)
German Explorer
German Heavy Tank (Tiger I)
German MBT (Leopard I)
French MBT (LeClerc & AMX30)
French Battleship
Roman Battleship
Russian Battleship
Russian WW2 Infantry
Russian Early Fighter (Nieuport 11)
English Early Fighter (Sopwith Camel)
English Explorer


************
New in v2.67
************
Francis I added as leader of Austrian Empire
Russian Early Tank changed to FT-17
Heavy Cruiser and Destroyer moved back slightly on the tech tree

New models/skins for:
French Loire-Nieuport LN.401 Light Bomber
French Dunkerque class Battleship
Russian Gangut class Battleship
Roman Littorio class Battleship
Roman Breda Ba65 Light Bomber
Roman M13/40 Tank
Commonwealth Fairey Battle Light Bomber
English Fairey Swordfish Light Bomber
English Ark Royal Carrier
English Astute Attack Sub
Egyptian Settler
Egyptian Warspite Battleship
Indian Queen Elizabeth Battleship
Indian Knight
Indian Swordsman
Indian Settler
Ottoman Rifleman
Ottoman Settler
Spanish Cavalry
Spanish Tank (Vickers-E)
Spanish Heavy Tank (StuG-III)
Spanish Marine
Mongolian Settler
MidEast Settler
Asian Explorer


************
New in v2.66
************
Stables now obsolete with Industrialism

New models/skins for:
European Explorer
German Fallschirmjäger (now properly animated... thanks GarretSidzaka)
German Archer
German Heavy Footman
French Heavy Footman
English Heavy Footman
English Marine (WWII)
English Bomber (Vulcan)
Mongolian Fighter (Polikarpov I-16)
Austrian Fighter (FW-190)
Austrian Tank (Pz38t)
Austrian Heavy Tank (Panther)
Japanese Submarine (I-400)



****************
Gameplay Changes
****************
Maceman renamed to Heavy Foot Soldier (for more varied flavor units)
Cannons now available with Chemistry
Airships now require Physics AND Combustion
Grenadiers now have city-attack bonus instead of Rifleman attack bonus
Submarines now available with Electricity and Combustion
Attack Subs now available with Fission and Rocketry and attack value raised
Stealth Bomber range increased to 16
Carrier combat value increased to 18
Rocketry Tech now requires Flight + Artillery
AT Infantry now require Rocketry
SAM Infantry now require Rocketry + Satellites
Global Warming will drop fallout on random tiles instead of turning random tiles into desert
Whaling becomes obsolete with Ecology instead of Combustion
One new tech "Air Superiority" as a tech-requirement for WWII aircraft
Paratroopers and the Pentagon now become available with "Air Superiority"
Naval vessels recategorized into six distinct ages of seapower
Two new promotions are available for the more modern ships... "Damage Control" and "Gunnery Control"
Holy Roman Empire renamed to "Austrian Empire"
Submarines and Attack Submarines now have "flanking attack" on transports.
Light Bombers and modern Jet Strike Fighters can now attack with "lethality" on ground/naval targets

Custom Gamecore DLL changes (BtS v3.17)... removal of custom Gamecore will remove these features:
Full support for 40-civs in a single scenario
Solver's 0.19 Unofficial Patch Changes
Lt.Bob's Nuclear Fallout instead of desertification in Global Warming
Aerial Recon Missions can now be intercepted


**********
Miscellaneous
**********
Officially compatible with version 3.17 of BtS (fully featured)... no support for v3.13 (you really should upgrade).
All graphics files have been PAK'd to dramatically decrease load time.
Not compatible with any previous saves, default or Wolfshanze Mod... just start a new game!


************
Installation
************

1. Remove any previous version of the Wolfshanze Mod from your Program Files\Sid Meier's Civilization IV\BtS\Mods\ directory.
2. Unzip the new mod files to your Program Files\Sid Meier's Civilization IV\BtS\Mods\ directory.
3. Start up BtS.
4. Go to Advanced-Load Mod.
5. Load the "Wolfshanze" mod.
6. You can now use all that is in this mod!


***********************************************
To ALWAYS load the game with the Wolfshanze mod
***********************************************
In My Documents/My Games/Beyond the Sword, open CivilizationIV.ini and where it says:

Quote:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = 0

Change it to:

Quote:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\Wolfshanze
***

Download Here (385MB):
BtS Wolfshanze Mod v2.85 (http://forums.civfanatics.com/downloads.php?do=file&id=9497)


***


New Wolfshanze Mod Gamecore for BtS v3.17 only:
This is a link to the Wolfshanze Mod custom DLL (http://files.filefront.com/317WolfModGameCorezip/;11292801;/fileinfo.html) that includes Solver's v0.19 patch changes and other enhancements (see below). Note this is a courtesy download only. You do NOT need this patch if you have downloaded the current full version of the Wolfshanze Mod, as it is already included in the download. This patch is also offered to folks interested in getting this custom Gamecore.DLL patch without downloading the full Wolfshanze Mod.

Wolfshanze Custom Gamecore DLL changes (BtS v3.17)... [I]removal of the custom Gamecore will remove these features:
Full support for 40-civs in a single scenario
Solver's 0.19 Unofficial Patch Changes
Lt.Bob's Nuclear Fallout instead of desertification in Global Warming
Better AI 0.35 changes
Aerial Recon Missions can now be intercepted
Fixes for previously broken AI bomber missions and fighter intercept animations

This Download (http://files.filefront.com/317WolfModGameCorezip/;11292801;/fileinfo.html) is 1.41MB


***

OPTIONAL ADD-ON PACKS:


**********************************
Attitude Icon Companion Mod v2.0 (for BtS v3.17)
**********************************
Here's a little "companion mod" for anyone who may be interested... it is a stand-alone mod that neither requires the Wolfshanze Mod, nor replaces it (or any other mod). You can use this little mod with the default game, the Wolfshanze Mod or pretty much any other mod.

v2.0 adds the age-era (ancient, medieval, etc) to the top-left main screen financial menu

The reason for this as a seperate file is because I actually became aware of these little icons from I believe the BUG mod project that many people use... however the BUG Mod does more then just the icons, so for anyone who JUST wanted the attitude icons and nothing else, I whipped this little thing up... use it if you want to, or ignore it if you don't care or already use another mod that does the same thing... either way, this is a small mod... less then 200kb. It is fully tested and compatible with Civ4 BtS v3.17 (and of course works with the Wolfshanze Mod as well).

This is what it does/looks-like:

http://i84.photobucket.com/albums/k3/Wolfshanze/Games/Attitudes.jpg

v2.0 updated pic, with age-era displayed in top-left corner:
http://i84.photobucket.com/albums/k3/Wolfshanze/Games/AttitudeIconsv20.png

Attitude Icons Mod Download (http://forums.civfanatics.com/downloads.php?do=file&id=9498) (updated 6 Aug 2008 for BtS v3.17)


************
German Flags
************
http://i84.photobucket.com/albums/k3/Wolfshanze/Games/WolfGermanFlags.jpg

The Third Reich flag used in previous versions is no longer the default, but it and other German flags can still be accessed... click here for more info:
*Germany's flag has been changed from the Swastika/Third Reich flag to the North German Confederation of 1871 flag... also the state flag of Imperial Germany (not to be confused with the war flag). I've had a hard time settling on one flag to cover the bulk of German history, so I chose one that was used for some time and/or had some symbolism of Germany. If you too are unsure which German flag is your favorite, I actually left three custom flags inside the mod to choose from...
1) 1871 North German Confederation with Cross (default)
2) Imperial German War Flag
3) Third Reich Flag (Nazi)

If you'd like to use a differant flag for Germany, this is how you change it:
A) Go into the Wolfshanze Mod Assets/XML/Art folder...
B) Find the "Civ4ArtDefines_Civilization.xml" file.
C) Open in Notepad.
D) Find "ART_DEF_CIVILIZATION_GERMANY"
E) Change this (from default):
<Button>,Art/Interface/Buttons/GermanConfederation.dds</Button>
<Path>Art/Interface/TeamColor/FlagDECAL_GermanConfederation.dds</Path>

to this for Imperial Germany:
<Button>,Art/Interface/Buttons/ImperialGerman.dds</Button>
<Path>Art/Interface/TeamColor/FlagDECAL_ImperialGerman.dds</Path>

or this for the Third Reich:
<Button>,Art/Interface/Buttons/ThirdReich.dds</Button>
<Path>Art/Interface/TeamColor/FlagDECAL_ThirdReich.dds</Path>

Alternate German Flag XML (for convienence, updated for current Wolfshanze Mod):

strategyonly
Oct 29, 2007, 12:03 AM
taken care of thx, i hope!!!!

Wolfshanze
Oct 29, 2007, 12:46 AM
I like the UNUSED Waffen SS better, looks more realistic, again , just my opinion.
Well, personal opinions are always just that... can't tell you what you do or don't like better, and I'll admit, the black trench coats are snazzy... however...

You said "looks more realistic"... well... maybe if the Waffen SS were ceremonial guards standing around the Chancellory... but the Waffen SS (not to be confused with the normal SS) were out in the field shooting and getting shot at... the Waffen SS actually wore spotted camouflage in the field, not black trench coats.... so technically, the spotted camouflage is more realistic, not the black trenchcoats when it comes to Waffen SS in combat.

But yeah... the black trench coats are snazzier... just not realistic for combat.

As for your other suggestions, there will be more changes down the line... probably do some national flag updates and more later... but truth-be-told, I've been doing 80-zillion changes for almost two months now and I'm burned-out on modding... so I wrapped-up what I had, released v2.0 and started playing again...

I'll wait a little while, let more flavor units come out, then do another update.

Thanks for the feedback... it's welcome.

Xenomorph
Oct 29, 2007, 01:04 AM
How compatible would this mod be with the Diversica mod?

Wolfshanze
Oct 29, 2007, 01:24 AM
How compatible would this mod be with the Diversica mod?
Haven't a clue... the Wolfshanze mod is it's own mod, not a module. I have my own "Diversification" included in here, though I don't claim it to be the most extensive one out there. You can see in the original post which nations I have changed/updated with flavor graphics. As much as I could stomach, I have updated each of those nations from ancient times through the jet age with unique flavor units.

The pictures provided are only a sampling of my diversification and are not all-inclusive of the changes made... It wasn't realistic to take snap shots of every unit and every nation that I graphically changed, but what you see is only a small sampling of the graphic changes.

My main purpose of the mod was to add missing units from 1850-1920 and to diversify the ethnic graphics (as well as add Hitler and Hirohito). I created it as a stand-alone mod, so I'm not sure how well it does (or doesn't) get along with other mods or modules... it's been tested by itself on v3.02 and v3.13 of BtS, but not with any other mods.

GeoModder
Oct 29, 2007, 10:19 AM
A question: does the galleas animate in your mod?

Wolfshanze
Oct 29, 2007, 06:19 PM
A question: does the galleas animate in your mod?
Depends on your defintion of "animate".

It sways in the civilopedia and in the "up-close" (bottom-left) screen in-game... it also fires it's cannons with smoke in combat... the oars don't move during movement... so I'm not sure if you'd consider it animated or not... it's not lifeless as it does sway and fire cannons... but the oars don't move, so call it animated or not animated... doesn't bother me at all in-game.

GeneralMatt
Oct 30, 2007, 12:21 PM
I think why he was wondering was because previously we were having problems with the it not animating as it should.

Anyways, looks great, was just wondering if it would be out soon. :)

Looks real fun though I may not get a chance to play for a while, you know, all the creating I am supposed to do. :)

vidimce
Oct 30, 2007, 07:25 PM
Nice mod. Is anybody making a Europe scenario for this or something.

Uhlan
Oct 30, 2007, 08:53 PM
Hey, nice mod!!

MUCH needed filler for the era you describe. Man, I love the ship diversity!

Couple things I noted.

When playing Ragnar, his early fighter has Italian Fascist markings.

His Heavy foot are Varangian Guards. These would be more appropriate for the Byzantine Civ as an elite unit. As this is where they were used under that name. The artist who made them (you?) even put small crosses on the shields mixed with the Raven (not eagle) symbols. A frequent motif for these particular Norsemen who came from as far away as Iceland. They were also famed for their axe (normal, long shafted small axe head types... not the warhammer gigantic two-bladed type. lol) wielding skills. The big mace portrayed just doesn't fit them historically to my eye anyway. They were after a time, mainly used for ceremonial purposes. Much like the earlier Praetorian guards (A Western Empire phenomena destroyed at the Milvian bridge). We often forget that the "Byzantines" called themselves the "Roman" empire.

Huscarls (Housemen), not the drugged Berserks, were the elites of the Norse. Noted for not "outliving" their commander in battle. This term was later adopted by the Anglo-Saxons.

In fact, I think a ravenesque shield/banner design is more appropriate for the Norse as a whole anyway. A coiled "dragon" was far less used beyond the prow of the long-ships. The Norse were an independent bunch, however, and didn't adopt any kind of uniformity until after being Christianized.

No offense meant, just observations. Since you put so much thought in the period you enhanced, I thought you might appreciate some additional tid-bits. Though by no means do I consider them absolutes.

Thanks for the time you put into your mod. Much appreciated on this end!

Wolfshanze
Oct 30, 2007, 11:33 PM
Thanks for the constructive feedback... I'll try and answer here...

Hey, nice mod!!

MUCH needed filler for the era you describe. Man, I love the ship diversity!
Thanks... I try!


When playing Ragnar, his early fighter has Italian Fascist markings.
Can't be helped. Here's the thing... When I made this mod, I went ahead and assigned WWII-era aircraft (and tanks for that matter) to any nation that I could accordingly with what they used during WWII. Much like the Soviets and Americans of the cold-war era, before and during WWII, the major European powers exported a large number of tanks and aircraft to other nations, including minor European powers. Sweden purchased a large number of Italian aircraft prior to and during WWII... including the CR42 Falco. Rather then do the generic "everybody has spitfires" thing, I actually gave the correct aircraft to the correct nations (or at least geographic area... Sweden = Vikings).

Most of the aircraft models available for the game have the original nations markings on them (Italy, Germany, etc), including the CR42. I'm not a 3D modeler, unfortunately, some small issues like that occur. Consider it a history lesson on what nations flew what (and from where) during the war.

Oh by the way... I originally was going to skip doing any Viking units... then I found a nice Pikeman and Warrior and decided to start filling-in the reast of the untis with new Vikings.


His Heavy foot are Varangian Guards. These would be more appropriate for the Byzantine Civ as an elite unit.
I'm well aware of the Varangian Guards and their heritage. I didn't want to use Berserkers, and Huscarls were known mostly for their axe-use... I didn't want two "Axe" units for the Vikings, so I found another unit to use instead... yes, the Varangians historically fought for the Byzantines (I know), but they WERE VIKINGS, not Byzantines... since every game of Civ4 is altering history, what's wrong with having Vikings fight for a Viking nation? Nothing wrong with that in my book... any way you dice it, Varangians were Vikings, not Byzantines. My two cents.


Huscarls (Housemen), not the drugged Berserks, were the elites of the Norse. Noted for not "outliving" their commander in battle. This term was later adopted by the Anglo-Saxons.
See above... just nothing really requiring yet another special unit... at least not at this time, and I didn't want two axemen units.


No offense meant, just observations. Since you put so much thought in the period you enhanced, I thought you might appreciate some additional tid-bits. Though by no means do I consider them absolutes.
No offense taken. I appreciate feedback.


Thanks for the time you put into your mod. Much appreciated on this end!
No problem... I really made this mod FOR ME!... I just decided to share my work with others for free... if they like it, that's great... if they don't, there's a zillion other mods out there for them.

Uhlan
Oct 31, 2007, 02:53 AM
Yep, I see your point.

I'd rather have an historically correct aircraft than the generic "Spitfire" despite the markings. Did anyone use the Spit besides the Commonwealth nations during WWII?

As to your Varangian point of view, perfectly acceptable as well. Especially if you aren't the modeler to begin with. We take what we can get and two axe units for "vikings" is a bit much. Though I think Long Ships and Huscarls would be enough UU's for the "vikings".

As to the comment I made about the "Varangian Guard", that particular unit was exclusively Byzantine. Though the Varangian (Varyag, norse who went east, Viking=west. Very generalized I know...) peoples were as you say of Norse extraction. First selected from the so-called "Kievan Rus" then from further afield. Even Anglo-Saxons joined their ranks. That was my only point.

It's generally accepted that the term "viking" became an occupational one used by the Norse themselves, then by their victims regarding the Norse as a whole. Relating to the Norse penchant for exploration, raiding and trade (somewhat in that order.) with various ideas about its exact origin. Regardless, the somewhat proper name of the folks we love so much (at least I do) is the Norse.

I have a degree in History and can get a bit pedantic at times. Not intentional mind you, but certain things (even minor) just find a way to get under my skin a bit. :) Even my co-workers think I'm a little nuts... lol.

I guess I need to remember that these are mods made to make the MAKER happy for the most part. I'm just glad that there are folks with the ability to do this kind of thing, and then allow the rest of us to have fun with it.

Thanks again for the mod. And whoever made the beautiful VG unit to begin with... outstanding.

Wolfshanze
Oct 31, 2007, 08:40 AM
I'd rather have an historically correct aircraft than the generic "Spitfire" despite the markings. Did anyone use the Spit besides the Commonwealth nations during WWII?
Not really... the Spitfire was pretty much kept for British and Commonwealth use... it wasn't exported much at all... which is annoying in un-modded Civ4 when every nation flys Spitfires. Heck... the Germans exported Me-109s to more nations then the British did with the Spitfire outside the Commonwealth.

As for British foreign sales... most of the fighters they sold to nations outside the Commonwealth were older planes like the Gladiator biplane and Hawker Hurricane... those were exported quite a bit.

Italy sold to pretty much anyone with a pulse and a checkbook... Italian aircraft (and ship designs too for that matter) were exported to many nations.

In my mod you'll find most nations with correct aircraft for the time... like the Ottomons/Turks who flew a variety of aircraft from France, Germany and the US (of course I am limited to only one fighter and one bomber), so I chose the MS406 (French) and He-111F (German) for the Turks... as they did fly both.

I also lumped the post-war/cold-war era nations into US or Soviet camps of equipment... for example, most Mid-East and Asian nations use Soviet equipment, while most European and native/meso-american nations use US equipment. So the Arabians will use T-55 tanks, Mig-21s and IL-28s in the modern age, while the Turks (US allies) will use M-60 tanks, F4 Phantoms and Canberras.

That's one of the goals with this mod... given the limited number of units (one fighter and one bomber per nation per time period) and the limited number of available 3D models for Civ4, I tried to keep equipment as realistic or at least "in-spirit" as I could... it was really annoying to see everyone flying Spitfires and F-16s or driving Shermans and M1-Abrahms.

Oh... and of course, adding a lot of missing naval units and WWI units to the game as well!

Xenomorph
Nov 01, 2007, 01:17 AM
Can't be helped. Here's the thing... When I made this mod, I went ahead and assigned WWII-era aircraft (and tanks for that matter) to any nation that I could accordingly with what they used during WWII.
You know, I edited a lot of those WWII aircraft to remove the nation-specific markings and replaced them with generic "team color" circles or bars. If you'd like, I can send them to you. I even fixed the bug on the He-111H where you could see through the entire plane when looking through the propellers (a problem with the alpha mesh on the model).

There are a few other issues I think need addressing. The first is the use of the swastika. It's not that I'm against on moral grounds, I just don't think that it's as representative of the German nation as the Maltese Cross is, which has been in use for a long time (few hundred years?). The swastika was only used for a couple of decades, and hardly reflects Germany through the extended time period that most Civ games go through. Besides, who says Germany has to go through a period of fascism? Isn't Civilization all about "what ifs" in history?

A few nations also have more than one UU. Some are just flavor units with no actual difference except in name and description, but a few actually do have special abilities beyond what the base unit would have. The notables that I can list off the top of my head are Persia, Vikings, USA and Russia. Although slight, it does give them an unfair advantage.

Oh, and as a side note, Russia bought quite a few FT17s and licence-produced them as well. They even saw use during the civil war (mainly by White Russia troops).

mice
Nov 01, 2007, 05:10 AM
Wolfshanze I'm playing this mod on epic speed just to enjoy the units for longer.

Next game marathon i think. One sad thing is that the naval units disappear on the map until I select them. Is this usual? I see it a lot with mods. Just thought I'd mention it.

Very nice, thanks.

Wolfshanze
Nov 01, 2007, 11:05 AM
Xenomorph... thanks for the feedback... maybe I'll offer two versions for Germany (would only require an XML swap). As for "alternate history", who's to say the 3rd Reich won't last for 1,000 years, making their emblem more used? Actually, it's a left-over from my original import of the Hitler leader head (it changed the nation flag without me paying much attention). My take was that most folks seem to think of WWII Germany anyways, and the special units were from WWII as well. Not wanting to get into a big debate... I'll probably just offer two versions to make everyone happy.

As for custom units that are generic without national markings, that would be great... feel free to send them to me or offer a link... PM sent with my e-mail.

Mice... glad you like the mod. I haven't noticed any disapearing units... please explain and/or show screen shots... also, system specs might help too. I've not had that happen in any of my games with the mod.

bmarnz
Nov 01, 2007, 11:18 AM
Wolfshanze I'm playing this mod on epic speed just to enjoy the units for longer.

Next game marathon i think. One sad thing is that the naval units disappear on the map until I select them. Is this usual? I see it a lot with mods. Just thought I'd mention it.

Very nice, thanks.

It might have something to do with your video settings. Most custom unit makers don't include the freeze frame for units that are used for low settings.

Wolfshanze
Nov 01, 2007, 12:29 PM
It might have something to do with your video settings. Most custom unit makers don't include the freeze frame for units that are used for low settings.
That's gotta be it... I have all settings for the game set to max...

mice
Nov 02, 2007, 05:40 AM
That's gotta be it... I have all settings for the game set to max...

Yep, that got it. My boats are back. :)

DWOLF
Nov 13, 2007, 02:28 AM
A thanks for using DWOLF's Nazi Flag Button & Nazi Flag would have been nice... ;)

I was playing this mod on my laptop and the same thing happened to me...some boats would disappear but then I went home and played on my desktop and everything ran fine...

Shakiko
Nov 13, 2007, 07:15 AM
1. Unzip the file to your Sid Meier's Civilization IV\BtS\Mods\ directory.
2. Start up Warlords


Just a quick catch: Are we really supposed to start Warlords even though this is a BtS-mod ?
Kinda asking b/c I just own vanilla and bts :(

arstal
Nov 13, 2007, 11:54 AM
Is anyone still having the military academy bug where it's avaliable before Military Science? Yes, I patched my game and use the unofficial patch- don't have that problem in unmodded games.

mamba
Nov 13, 2007, 01:18 PM
**********
Miscellaneous
**********
All graphics files have been PAK'd to dramatically increase load time.
Compatible with all versions of BtS... playtested with 3.02 & 3.13 BtS.


Well, I sure hope PAKing the files decreased load times :D

Wolfshanze
Nov 13, 2007, 04:57 PM
I see I've been bombarded by the Grammar Police as well as the P's & Q's Police... let me see what I can do.

A thanks for using DWOLF's Nazi Flag Button & Nazi Flag would have been nice... ;)

Well I did write:
Using the graphics made by Elhoim, kodzi, Danrell, Hadrean, Snafusmith, Bernie, GeneralMatt, Houman and others (I lost track... lots of folks though!).
I'm sorry if I didn't name you specifically... this mod actually was based on a previously released BtS Hitler Mod (which I didn't even realize) already had a nazi flag in it... I just never removed it. If that's yours, thanks DWOLF... I really did lose track of each individual name of artwork I was using to cobble this together.

Just a quick catch: Are we really supposed to start Warlords even though this is a BtS-mod ?
Kinda asking b/c I just own vanilla and bts
No... typo... sorry... start BtS!

Well, I sure hope PAKing the files decreased load times
No... I deliberately increased load times to make the anticipation all the greater.

Just kidding.

Yes... load time for the mod is MUCH QUICKER then it would be without PAKing the files.

I hope you guys are enjoying the mod... I'll release a graphical update as more units become available later-on, but it's definately a ton of fun now and a LOT better then my 1st v1.0 release.

Wolfshanze
Nov 14, 2007, 11:03 AM
Errr... someone skipped this and dug-up the older v1.1 Wolfshanze mod... just wanted to ensure they don't miss the newer version here!

Merum
Nov 14, 2007, 11:20 AM
Actually, this is the one I downloaded. I posted in the other thread by mistake. This means that I saw the issues I had in this mod, not the older version. Still a rockin mod, though! :goodjob:

EDIT: err, nevermind. I thought I had applied the patch to my re-install, but a test game reveals I hadn't :blush:. Carry on then. :D

Martock
Nov 16, 2007, 04:07 PM
I can't download this file from filefront. When I click on the download button, it just dumps me to the homepage of filefront. It appears this file has been deleted. Where else might I be able to get this?

psob2
Nov 16, 2007, 04:25 PM
having the same problem with filefront, it dumps me to the filefront homepage

Wolfshanze
Nov 16, 2007, 07:37 PM
Fargin' Iceholes! I don't know what happened, but somehow my file is not there anymore... I'm re-uploading the file and will provide a new link shortly. Unfortunately, I don't have v2.0 anymore... I was in the middle of an "upgrade" to v2.1... so I'll just call it v2.1 and upgrade it now... I wanted to add more for the next version, but I'll put out what I have so-far. v2.1 is also fully compatible with v2.0 save-games if you're concerned about that stuff!

New link coming soon... hang-on.

bmarnz
Nov 16, 2007, 07:50 PM
I have to check in on my files on filefront occasionally. If you have big file there, and they don't think it's active enough, they'll put it in a deletion queue. Then I have to remove it from the queue. :p

Wolfshanze
Nov 16, 2007, 08:05 PM
Okay... broken link fixed with new (sorta) v2.1 version of mod... kinda lame upgrade over v2.0, but still better then the previous... I was going to wait till I had more changes to post, but this is better then nothing since I didn't have v2.0 anymore!

Sword_Of_Geddon
Nov 16, 2007, 08:07 PM
Did you add culture-specific city sets yet? Trust me its worth it....:goodjob:

Wolfshanze
Nov 16, 2007, 08:24 PM
Not yet... was going to in v2.1, but I had to release it sooner then expected due to filefront deleting my file for no good reason.

ruffriders23
Nov 17, 2007, 05:44 AM
I like the mod, good work! Any chance of adding Dales Combat mod for ranged bombardment?

arstal
Nov 18, 2007, 02:41 PM
Getting a CTD, here's the autosave.

Wolfshanze
Nov 18, 2007, 04:07 PM
Getting a CTD, here's the autosave.
Sorry for the problem... not sure where it's coming from... if it's from the mod itself or (quite possibly) a corrupted save file.

I loaded the save you provided and when going to the next turn it CTD. I also tried accessing the world builder and it crashed then too, so I can't even look around to see if there might be a problem with another civ in your game.

All I can say is that I've played several games all the way through with this mod (yours is currently around 790AD) and have had no CTD problems with the mod.

I can only say perhaps this particular save may have been corrupted... have you tried going back one or two turns and see if you can get a stable game from a previous save? That's usually what I do whenever I have a crash problem and it usually works to go back a turn or two.

arstal
Nov 19, 2007, 03:53 PM
That worked. You also still have the military academy avaliable before Military Science despite the base game patch fixing it.

Wolfshanze
Nov 19, 2007, 08:16 PM
That worked. You also still have the military academy avaliable before Military Science despite the base game patch fixing it.
Glad you got it to work so you could continue your game.

As for the Military Academy thing... the Wolfshanze Mod was initially based on v3.02 files... although I didn't think I altered any files that had the Academy in it... wonder which file that is that determines that... I'm sure it's a simple fix (military acadamies are over-rated anyways... I'd rather have the experience bonus from a general, or use him on the field).

Like I said though, I have playtested this mod quite a bit... it should be every bit as stable as the base game itself... if you have a CTD problem that resurfaces with a save, it's usually the save file itself that is the culprit. Every time I added or altered a unit, I checked it in the game... laborious process but the only way to be sure every change took properly and is stable. I "assumed" nothing when I added units... double-checked everything, because nothing is more annoying then investing a lot of time into a game only to have it crash half-way through.

bmarnz
Nov 19, 2007, 08:30 PM
As for the Military Academy thing... the Wolfshanze Mod was initially based on v3.02 files... although I didn't think I altered any files that had the Academy in it... wonder which file that is that determines that... I'm sure it's a simple fix (military acadamies are over-rated anyways... I'd rather have the experience bonus from a general, or use him on the field).

To fix the Military Academy bug, edit UnitInfos.xml. In the great general section change:


<Buildings/>
<ForceBuildings>
<Building>
<BuildingType>BUILDING_MILITARY_ACADEMY</BuildingType>
<bBuilding>1</bBuilding>
</Building>
</ForceBuildings>

To this:


<Buildings>
<Building>
<BuildingType>BUILDING_MILITARY_ACADEMY</BuildingType>
<bBuilding>1</bBuilding>
</Building>
</Buildings>
<ForceBuildings/>

Wolfshanze
Nov 19, 2007, 08:58 PM
Thanks Bmarnz... I've changed it on my end... the fix will get out with the next update.

arstal
Nov 19, 2007, 09:04 PM
Didn't look like that was the culprit. I know that Solver's mod fixed it, so I'm curious how this is happening.

Wolfshanze
Nov 19, 2007, 09:39 PM
Didn't look like that was the culprit. I know that Solver's mod fixed it, so I'm curious how this is happening.
The Wolfshanze Mod doesn't change that many files over the base game... since I didn't even change a single building or structure in my mod, I found it odd the military academy bug was "preserved" in my mod. The fact a Military Academy line is in the "UnitInfos" file is odd, though it is there... it might be a combination of a v3.13 fix and the change in he UnitInfos line... dunno... I just know I changed the line on my end to match what is in v3.13, but I haven't verified if it fixes the problem... but there's very little in my mod that has files effecting buildings, because I only use files I changed, and most either revolve around leaders or units.

Dragon39
Nov 28, 2007, 01:22 AM
I just discovered your Mod while searching the Unit graphics section because I too wanted to add some naval units to fill the gap between Ironclads and WWII vessels. You have saved me the trouble and frustration of undertaking that task. Now, I can simply play your Mod. Thank you for your time and effort.

Wolfshanze
Nov 29, 2007, 08:19 AM
Glad you found the mod... hope you enjoy it!

Sword_Of_Geddon
Dec 09, 2007, 12:46 PM
So Wolf my comrade, when does the next version with Ethnic citysets come out?

Wolfshanze
Dec 09, 2007, 12:52 PM
So Wolf my comrade, when does the next version with Ethnic citysets come out?
I haven't looked at Ethnic Citysets yet... Is This Set (http://forums.civfanatics.com/downloads.php?do=file&id=6032) the one you're refering to? Is it Warlords only, or does it work with BtS?

I do, however, have a list of what's currently changed/added in v2.2

The below is already in v2.2... not sure how long I'll wait to release it (due to adding more things as they become available).

***********
New in v2.2
***********
Fixed Military Academy Bug
Fixed English Redcoat UU bonuses (missing in previous versions)

New models/skins for:
Native American Warrior
African Explorer
Viking Musketman
Viking Grenadier
Japanese Cannon
Japanese Cavalry
Japanese Rifleman
Mediterranean Infantry
Bazooka AT Infantry
RPG7 AT Infantry
Viking P-36 Fighter
Meso-American F-5 Jet Fighter
English HMS Hood Battleship

New/modified team-color models for:
Early Bomber
Me-109
P-40
Hurricane
G55
SM79
Mig-21

mamba
Dec 09, 2007, 02:06 PM
I guess he is speaking of this mod (http://forums.civfanatics.com/showthread.php?t=234268). ;)

Wolfshanze
Dec 18, 2007, 11:52 PM
Okay folks... it's done... Wolfshanze Mod v2.2 is now released and ready for download... the 1st post in this thread (page-1, post-1) now has the current link for v2.2.

In-theory this mod should work with all previous Wolfshanze Mod version saved games.

Big changes in v2.2 include the addition of a 34-civ Earth Map, fully compatible with the Wolfshanze Mod (and a random seed on-reload if you want it), and a good number of new skins/models.

Changes in v2.2 include:
Lt.Bob's (v4.0) 40-Civs allowed with Solver's patch changes now included.

Added 34-Civ world maps (historic & random) for use with Wolfshanze mod.

Tech requirement changes to Rocketry, SAM Infantry, AT Infantry and Paratroopers (see Gameplay Changes)

Fixed Military Academy Bug
Fixed English Redcoat UU bonuses (missing in previous versions)

New models/skins for:
Native American Warrior
African Explorer
Viking Musketman
Viking Grenadier
Japanese Cannon
Japanese Cavalry
Japanese Rifleman
Mediterranean Infantry
Bazooka AT Infantry
RPG7 AT Infantry
Viking P-36 Fighter
Meso-American F-5 Jet Fighter
English HMS Hood Battleship

New/modified team-color models for:
Early Bomber
Me-109
P-40
Hurricane
G55
SM79
Mig-21
Fokker DR1
Albatros DIII
Airco DH2
Caudron G4

I hope you enjoy the new version folks. More will come in due-time, but I thought I had enough new stuff included to share with the public.

obliterate
Dec 19, 2007, 12:54 AM
Is there a way to download the 34 Civ map only? The rest of the mod sounds good but I just don't have the space on my computer. :blush:

mamba
Dec 19, 2007, 01:02 AM
I assume Wolfshanze used this map : http://forums.civfanatics.com/showthread.php?t=246068

You will also need the dll which allows for more than 18 civs : http://forums.civfanatics.com/showthread.php?t=234779

Wolfshanze, correct me if I am wrong ;)

PS do you intend to convert to WC format sometime down the road ?

Wolfshanze
Dec 19, 2007, 06:47 AM
Is there a way to download the 34 Civ map only? The rest of the mod sounds good but I just don't have the space on my computer. :blush:
I used the map Mamba referanced as a basis for my own map... I did, however, make a few changes to said map:

1) I changed Bismarck (Otto) to Hitler for Germany
2) Some map changes have been made, including opening-up some mountain passes in the South American Andes mountains, and allowing land travel up/down the Panama Isthmus (which was previously blocked)
3) The Hawaiian Islands are now inhabitable (weren't before)
4) All leader names are now FULL-LENGTH names, not cutesy half-names (perhaps most important change!)
5) Celts shipped-off to Ireland for starting location... Western Europe was crowded-enough as-is
6) Goody-Hut swimming in Indian Ocean has been placed back on-land

Yes, it's a 200-meg download, but it's worth it for all the changes (not just the map but the other improvements as-well). It's not much for gameplay changes, but a huge aesthetic upgrade (as well as some new units).

If you want "just the map", I don't have a seperate link for it (it does require a gamecode change for the 34-Civs and some things are Wolfshanze-Mod specific).

obliterate
Dec 19, 2007, 06:52 AM
Ok. I'll just have to make some room on my computer.

arstal
Dec 25, 2007, 02:59 PM
I think there may be an issue with Zulu Chariots- I played as Zulu and getting horses I got a CTD

Wolfshanze
Dec 25, 2007, 06:14 PM
I think there may be an issue with Zulu Chariots- I played as Zulu and getting horses I got a CTD
Wow... not sure how that slipped through... I just checked and it's an error related to a missing button... doesn't effect the game so-long as no human player plays an African nation, but if they do... CTD... sorry about that... I was going to wait to release v2.3 when I had a larger list of changes, but due to a CTD problem, I'm releasing this verison (with African Chariot Fix) immediately.

Okay folks... it's done... Wolfshanze Mod v2.3 is now released and ready for download... the 1st post in this thread (page-1, post-1) now has the current link for v2.3.

In-theory this mod should work with all previous Wolfshanze Mod version saved games.

Main change in v2.3 includes the African Chariot bug fix... also the addition of a 33-civ Earth Map (to complement the 34-civ maps released in previous version... I eliminated Sumeria for crowding and redundancy reasons... the 34-civ maps are still there). Also a major change is the Fallout issue... no more "Desert-tile" global warming... by default, the Wolfshanze Mod has "Fallout" during heavy nuke use. Some other minor changes... see below... as I mentioned, this should work with Wolfshanze Mod v2.x saved games.

Changes in v2.3 include:
Fixed African Chariot CTD bug (African nations now work properly with Chariots)
Fixed Fallschirmjäger to now appear with "Radio" tech
Airships now require Physics AND Combustion
Hirohito is the leader for Japan in 34-Civ Earth map.
Holy Roman Empire renamed to Austrian Empire in Earth Map ONLY (normal random games still Holy Roman).
Added 33-Civ Earth map (Sumerian Empire removed to give more room to Middle East nations, especially since Sumer and Babylon were both in same spot historically!).

LDiCesare's Tectonics Map Generator added as an option... use or don't use at your will.

I've added a new alternative form of global warming in this release. Instead of turning random tiles to desert, it will drop fallout on the random tiles. This is ON by default (instead of using the normal desert technique). To deactivate this new form of global warming and go back to desert warming (if you prefered the old way), open the Wolfshanze Mod GlobalDefines.xml file in notepad. Find the GLOBAL_WARMING_PROB value and change the value to "20". The current setting of "120" will allow for fallout instead of desert changes. Thanks to Lt Bob for this feature.

I prefer this method of global warming because you can stave off the effects with enough workers scrubbing.

I hope you enjoy the new version folks. I released it quick on the heals of the previous release mostly for the African Chariot bug fix.

arstal
Dec 26, 2007, 08:35 AM
For Global Warming, look at what the World Piece mod is doing- they seem to have a really good handle on it.

Also, one question- how would I change HRE to Austrian for the standard game?

Wolfshanze
Dec 26, 2007, 08:49 AM
For Global Warming, look at what the World Piece mod is doing- they seem to have a really good handle on it.

Also, one question- how would I change HRE to Austrian for the standard game?
I'll look into that World Piece Mod... how do they do it?

As for changing the Holy Roman Empire into the Austrian Empire in the standard game (I already did it in my Earth World Maps, but not the standard game), I believe it's as simple as going into the Assets/XML/Civ4CivilizationInfos.XML file and changing the descriptions and adjectives there for the "Holy Roman" (Empire) to "Austrian" (Empire). You should be able to change the city names in the same file as well, if you wanted to make Vienna the starting city over Aachen for instance.

Historically speaking, the Holy Roman Empire became the Austrian Empire during the Napoleonic Wars and the Austrian Empire in-turn became Austria-Hungary later in the 19th century. All three names (more-or-less) refer to the same empire.

I changed the name from HRE to Austrian Empire in my world Earth maps primarily because I was putting the capital smack in the middle of Austria... the HRE itself was a little more spread-out.

Maybe I'll change it from HRE to Austrian Empire for the standard game in the next release of the Wolfshanze mod... dunno.

arstal
Dec 26, 2007, 11:04 AM
They made some new terrain, I think in their thread it's described how they do it.

It can have good and bad effects depending on where you are.

Wolfshanze
Dec 26, 2007, 12:19 PM
Yeah, I looked at that thread... I think I'll stick with "Fallout" Global Warming for now.

arstal
Dec 26, 2007, 07:01 PM
found another CTD, posting autosave.

Wolfshanze
Dec 26, 2007, 08:14 PM
found another CTD, posting autosave.
I think you're going to have to explain this one...

I downloaded your savegame... loaded it (successfully) into Wolfshanze Mod v2.3 and played through several turns... no CTD at all... stable as can be.

What's the problem? Please be specific, because I can't find any problems.

arstal
Dec 26, 2007, 09:20 PM
I didn't know what caused the CTD, that's why I sent to you.

I guess I"ll just chalk it up to something screwy.

Wolfshanze
Dec 26, 2007, 09:49 PM
I didn't know what caused the CTD, that's why I sent to you.

I guess I"ll just chalk it up to something screwy.
Well you didn't explain anything, so I had nothing to go off-of... I know if you're doing too much (multi-tasking) or reloading saves on top of saves from in-game, sometimes you can get a CTD... usually just reloading the save from the main-menu will get you a stable load.

I'm pretty confident the 2.3 version is as stable as the base-game... I don't do mass changes and assume they all went well... I pretty much do one change at a time and check it for stability (time consuming, but worth it)... which is why I'm shocked the African Chariot got through... still trying to figure out how I missed that one.

I feel confident there should be no CTD problems with the mod. If it does CTD, it's probably something screwy with a corrupted save file or some other oddity on the system or base game-end. I check each and every graphic change to ensure it took... I take nothing for granted when I make mod changes.

mamba
Dec 28, 2007, 11:48 AM
Historically speaking, the Holy Roman Empire became the Austrian Empire during the Napoleonic Wars and the Austrian Empire in-turn became Austria-Hungary later in the 19th century. All three names (more-or-less) refer to the same empire.

Geographically speaking there is a big difference between HRE and the Austrian(-Hungary) Empire. HRE includes all of Germany (as well as Switzerland and Belgium, then called the spanish Netherlands) in addition to Austria, most of which never were part of the Austrian Empire.

HRE became the Austrian Empire in the sense that the german part of HRE was conquered by France in the Napoleon Wars (Switzerland was independent by then), whereas the austrian part was not. Also the rulers stayed the same as the Habsburg monarchy ruled the austrian part of HRE (in addition to being kings of HRE), which turned into the Austrian Empire after most of HRE had been conquered by France.

I wouldn't go as far as call all three (more or less) the same empire, that would be like calling the Roman and Byzantine empire (more or less) the same empire.

Wolfshanze
Dec 28, 2007, 01:11 PM
HRE became the Austrian Empire in the sense that the german part of HRE was conquered by France in the Napoleon Wars (Switzerland was independent by then), whereas the austrian part was not. Also the rulers stayed the same as the Habsburg monarchy ruled the austrian part of HRE (in addition to being kings of HRE), which turned into the Austrian Empire after most of HRE had been conquered by France.

I wouldn't go as far as call all three (more or less) the same empire, that would be like calling the Roman and Byzantine empire (more or less) the same empire.
So let me get this straight... a chunk of the HRE in Austria which was never conquered, and the same ruling family (and same emperor for that matter) did a legal name change from HRE to Austrian Empire and it's not (more or less) the same empire?

The Byzantine Empire WAS the Eastern Roman Empire... the same Emperor just did a legal name-change, but it included the exact same lands as the Eastern Roman Empire...

So the Eastern Roman Empire and the Byzantine Empire are not (more or less) the same?

Both the HRE and Austrian Empire, and the ERE and Byzantine Empire included the same lands & same rulers, and just did a pen and ink change to their name... and they're not (more or less) the same empires?

So my wife... who is still the same person I married, and has the same body (more or less), but did a legal name change is not (more or less) the same person I dated?

You need to back-off on your definition of "more or less" and be a little less demanding on exactness. In my opinion, there's not a huge differance in any of these cases... they may have evolved differantly over time, but the origins of all cases are the same in relation to one-another. Heck, the Roman Republic is more differant to the Roman Empire then any of the cases listed above... but I'd bet you'd call them more or less the same in Civ4.

You have an opinion, but I certainly don't agree with it. From what I see and know, the HRE is (more or less) the same as the Austrian Empire... just a differant year with a differant name.

I also did mention "more or less"... I never said they were exactly the same.

mamba
Dec 28, 2007, 01:40 PM
So the Eastern Roman Empire and the Byzantine Empire are not (more or less) the same?

Those are the same, I did not say Eastern Roman Empire though, the Eastern Roman Empire and the Roman Empire are not the same imo. The Eastern is the remnants of it, but not the same as the entire Roman Empire. Much like Austria is the remnants of HRE (which is why I made this comparison in the first place).

The Austrian Empire (i.e. the lands ruled by Habsburg) even existed as an Empire within HRE and with the other parts of HRE fought against Napoleon (which resulted in those parts being conquered and the dissolution of HRE by the austrian king who was also ruler of HRE - to prevent Napoleon as successor (as the ruler of HRE was elected from the rulers of the various parts of the HRE, most of which now belonged to Napoleon)).

You have an opinion, but I certainly don't agree with it. From what I see and know, the HRE is (more or less) the same as the Austrian Empire... just a differant year with a differant name.

And a different location (in that it misses about 2/3s of HRE). To me it is the remnants of HRE, but not the same as HRE.

Maybe that is what you meant with "more or less", but to me this is a lot closer to "less" than to "more".

Wolfshanze
Dec 28, 2007, 02:03 PM
Maybe that is what you meant with "more or less", but to me this is a lot closer to "less" than to "more".
Eh... differance of opinion... :twitch:

I put the "more or less" in there as a disclaimer to say that they weren't EXACTLY IDENTICAL so nobody would nit-pick.

Guess the "more or less" didn't work... oh well... I didn't change the whole mod to this, just one scenario where I put the HRE/Austrian Empire as starting in geographic Austria... hence the change.

mamba
Dec 28, 2007, 02:19 PM
I am not objecting to replacing HRE with Austria in CIV, I just objected to considering them being the same, maybe it makes a difference to me as I am from Germany whereas you are from the US (I assume).

To me that is like saying Texas and the US are more or less the same as the same person was governor of one and president of the other (not at the same time though, that is where the analogy falls apart) and because Texas is part of the US (admittedly a smaller one than Austria was of HRE) :)

Wolfshanze
Dec 28, 2007, 02:31 PM
I am not objecting to replacing HRE with Austria in CIV, I just objected to considering them being the same, maybe it makes a difference to me as I am from Germany whereas you are from the US (I assume).

To me that is like saying Texas and the US are more or less the same as the same person was governor of one and president of the other (not at the same time though, that is where the analogy falls apart) and because Texas is part of the US (admittedly a smaller one than Austria was of HRE) :)
I don't agree with the comparison... nor the fact that I'm an American and your a German have anything to do with this (for the record, I love European history and Geography and am quite comfortable with my knowledge of the HRE, Germany and Austria... oh, and I lived in Germany for five years to boot and speak some rather poor German)... this is really more a matter of what you and I consider the differance between the term "more or less".

If you want a good comparison (not that bad Texas/America thing), let's do it this way...

Let's say I, Wolfshanze, am the President of America... and you're the Chancellor of Germany.

You invade me and take over almost half of the United States and say America is no-more.

I take my remaining states of America and declare it "The Empire of Wolfshanze"... as I'm still the ruler of what is left.

America... Empire of Wolfshanze... same thing (more or less). :lol:

mamba
Dec 28, 2007, 03:08 PM
I agree, the Texas / US comparison wasn't good, but imo neither was yours.

Mine wasn't because the difference between Texas and the US is bigger than between Austria and HRE, yours isn't (imo) because you ignore the fact that the ruler of Austria and the ruler of HRE are two titles which could very well belong to two persons (Austrian kings also ruled HRE frequently because they ruled Austria, the largest entity within the HRE).

So a better comparison would be if you were the chancelor of Germany and also the leader of the European Community and the EC were attacked, resulting in most of it being conquered while for some reason Germany was still unconquered and you then made peace with the attacker and dissolved the EC (which at that point in time had ceased to exist anyway) while remaining chancelor of Germany.

My main objection is that Austria and the HRE are two entities, both ruled by a king, with the king of one (through heritage) also happening to be the king of the other (through election). So Austria is not the successor of as much as part of the HRE. They just happened to be ruled by the same person and Austria (part of the HRE) happened to survive the attack by Napoleon, who conquered the rest of the HRE, thereby ending the HRE.

In any case, imo this discussion has gone on long enough, I guess we agree to disagree, maybe it truly is about how similar things need to be in order to be "more or less" the same.

Wolfshanze
Dec 28, 2007, 03:55 PM
In any case, imo this discussion has gone on long enough, I guess we agree to disagree, maybe it truly is about how similar things need to be in order to be "more or less" the same.
Cool... now I'm Chancellor of Germany... :king:

Oh well... I do agree that it's gone on long enough (thread-jacking alert!).

Anyways, we disagree... cool by me. Nothing wrong with that.

Now everyone download the Wolfshanze Mod... and while you're at it, play the 34-Civ Earth scenario and determine if having the Austrian Empire in the scenario is more or less the same as having the HRE! (just kidding).

Monty Python Ni
Dec 28, 2007, 04:28 PM
Kinda noobish question (sorry, never downloaded a mod before, considering making this my first ;) )

Will the Germans always have the swastica, or only when playing as Hitler? :confused:

Wolfshanze
Dec 28, 2007, 04:36 PM
Kinda noobish question (sorry, never downloaded a mod before, considering making this my first ;) )

Will the Germans always have the swastica, or only when playing as Hitler? :confused:
As it stands right now, the Germans always have it... but it's easy to switch back to the original Maltese Cross... if anyone doesn't like the swastika, I can either instruct how to fix it, or offer a "Maltese Cross" patch... it's a simple one-line notepad fix.

Speaking of which... I wonder if I could make it leader specific? I think the flag is tied to the nation, not the leader though.

Merum
Dec 28, 2007, 06:39 PM
So I was getting a recurring crash with an earlier version, and decided to download the update to see if it resolved the issue... now I get a runtime error each time I load up the save. I'm assuming saves from earlier versions are not compatible?

Also, I was pondering the flag issue while testing up loading the mod without the save (it seems to work OK)...

I'm wondering if it makes sense to clone the German civ into a new civ: "Nazi Germany", with Hitler as leader. The reasoning behind this is that I don't think the "Regular" German empire would have Waffen SS for a unique unit. Panzers, maybe... but not SS. That, IMO, is a uniquely Nazi construct.

BTW< thanks for the great mod. :goodjob:

Wolfshanze
Dec 28, 2007, 07:11 PM
So I was getting a recurring crash with an earlier version, and decided to download the update to see if it resolved the issue... now I get a runtime error each time I load up the save. I'm assuming saves from earlier versions are not compatible?
If there's an issue between versions and save files, it's possible to be due to the inclusion of Lt Bob's 40-civ patch (dll).

If you really want to see if an old save will work with the new version and/or you're not interested in using 40-civ maps, simply remove the CvGameCoreDLL.dll from the Wolfshanze Mod assetts folder... it's NOT required to use the mod (only to use the included 40-civ Earth maps). That way you can see if your old save(s) will work.***

Also, I was pondering the flag issue while testing up loading the mod without the save (it seems to work OK)...

I'm wondering if it makes sense to clone the German civ into a new civ: "Nazi Germany", with Hitler as leader. The reasoning behind this is that I don't think the "Regular" German empire would have Waffen SS for a unique unit. Panzers, maybe... but not SS. That, IMO, is a uniquely Nazi construct.
The only problem with that, you could (in theory) have Germany vs Nazi Germany in a random Civ game. That would be a little weird (two Germanys?).

Nobody has really said much about the flag issue, but if it really bugs people, it's a very simple fix.

1) Go into the Wolfshanze Mod Assets/XML/Art folder...
2) Find the "Civ4ArtDefines_Civilization.xml" file.
3) Open in Notepad.
4) Find "ART_DEF_CIVILIZATION_GERMANY"
5) Change this:
<Path>Art/Interface/TeamColor/FlagDECAL_nazi.dds</Path>
to this:
<Path>Art/Interface/TeamColor/FlagDECAL_MalteseCross.dds</Path>

It's that simple to get the cross back if the swastika bothers anybody.

On the Waffen SS issue... one has to remember the Waffen SS should not be confused with the "Death Camp" SS... two very differant groups of people. Waffen SS was the military arm of the SS and (for the most part) stuck to combat, not crazy stuff... heck, by the end of the war, the Waffen SS was taking in all kinds of ethnic groups that were non-German or even non-Nordic... Turks, Slavs, French, you name it... just about every nationallity ended-up in the Waffen SS by war's end.

Having said that, I replaced the Marine Unit with the Waffen SS unit... frankly I didn't see Germany having much a need for "Marines"... dunno.

Anyways... to make a long story short (too late)... THIS IS A GAME MOD... THE PURPOSE OF WHICH IS TO HAVE FUN WITH... IT'S NOT A POLITICAL STATEMENT OF ANY SORT... IT'S 'JUST A MOD'. Heck, the primary purpose is not to mess with Germany, but to add those missing naval units!

BTW< thanks for the great mod. :goodjob:
Well... glad somebody likes it!





***NOTE:
As an afterthought, this method might not work... removing LtBob's DLL might cause another problem, as an XML file was altered for the change in Global Warming (from desert to nuke fallout), as this was another feature added, by use of the new DLL file which required a change in the XML.

Merum
Dec 28, 2007, 08:13 PM
I don't care about the historical accuracy of the game... I was only providing a rationalization for the "Two Germany Fix". I really don't give a hoot about the flag, either. :D

Also, in the "Funny you mention that" category... this happened about 10 minutes after I first made this post...http://img247.imageshack.us/img247/8803/hifreddie0000ss2.th.jpg (http://img247.imageshack.us/my.php?image=hifreddie0000ss2.jpg)

Go figure! He popped up as vassal to Charlemagne, so he's most likely a colonial governor.

...Would be nice to see Mussolini appear some day, you know, to complete the whole Axis thing... ;)

arstal
Jan 01, 2008, 08:21 PM
Hope you don't get annoyed by my pestering, but I found another mod thing that I think would be fun to include- Dale's air missions mod. Gives some new air missions that I think would be realistic.

I know you're thinking of improving the air side of things, so I'd figured I'd give you a heads-up and see if it could be combined with your mod. If I could do it myself I would, but couldn't off the top of my head, and too much partying the last two days to think ^_^

Wolfshanze
Jan 01, 2008, 09:25 PM
I'll take a peek Arstal... no garauntees, and no you're not pestering... any feedback that's remotely constructive is welcome, and yours are always constructive.

I may not always agree, but I do always consider your input.

PimpyMicPimp
Jan 02, 2008, 03:22 PM
I enjoy this mod, it's a lot of fun for water maps! :D It would be really nice if I could play this mod on a real earth map. I just think that would be really cool. Maybe it is easily done, and I could be missing something really obvious, but so far the only option I've seen is for an earthlike map, not the 30 Civ Real Earth I have envisioned.

dutchking
Jan 02, 2008, 08:32 PM
This seems like a cool mod, but there is just one thing that really, I mean really turns me off about it. I don't care about Hitler being in the thing, but why did you have to replace the Iron Cross with that Crooked Symbol of Hatred? I mean it seems absurd to have Bismarck, Fredrick or just Germany in general represented by that. Just trying to make your life harder! :goodjob:
-DK

Wolfshanze
Jan 02, 2008, 10:12 PM
I enjoy this mod, it's a lot of fun for water maps! :D It would be really nice if I could play this mod on a real earth map. I just think that would be really cool. Maybe it is easily done, and I could be missing something really obvious, but so far the only option I've seen is for an earthlike map, not the 30 Civ Real Earth I have envisioned.
There IS a World/Earth map INCLUDED with this mod (34 & 33 Civs)... just go to the "SINGLE PLAYER GAME" and choose "SCENARIO"... you'll see several earth maps listed... choose one.

Of course with random games, you can make water-world maps too... to get full-use out of the naval additions to the mod.

This seems like a cool mod, but there is just one thing that really, I mean really turns me off about it. I don't care about Hitler being in the thing, but why did you have to replace the Iron Cross with that Crooked Symbol of Hatred? I mean it seems absurd to have Bismarck, Fredrick or just Germany in general represented by that. Just trying to make your life harder! :goodjob:
-DK
DK... The swastika is like the Force Tree from Star Wars... it means whatever you make it mean. It's a symbol of peace and love long before the Nazis came... it's the recognized state flag of Germany from 1933 to 1945... nothing more. I'm not one for political correctness... white-washing history is something you'll get from others not me... having said that, I did base this mod (started-off with) a Hitler Mod which included the flag... I never bothered to switch it out, since frankly the flag has never meant anything more to me then a flag from German history... that's the only credence I give it. I'm not into symbolism... things are what things are. Flags don't kill people, people kill people... I'm not going to shift the blame for the 3rd Reich's crimes from people in power to a piece of cloth.

If the flag really bugs people, it's a very simple fix.

1) Go into the Wolfshanze Mod Assets/XML/Art folder...
2) Find the "Civ4ArtDefines_Civilization.xml" file.
3) Open in Notepad.
4) Find "ART_DEF_CIVILIZATION_GERMANY"
5) Change this:
<Path>Art/Interface/TeamColor/FlagDECAL_nazi.dds</Path>
to this:
<Path>Art/Interface/TeamColor/FlagDECAL_MalteseCross.dds</Path>

It's that simple to get the cross back if the swastika bothers anybody. I may do something differant flag-wise in a later version?!?!?!? But the above is the fix for now, and it's not hard to do. The best argument that exists for it's removal (at least as far as I'm concerned) would be length of use, not meaning... because to me, it's just a stupid flag. I don't get all worked up over a flag. Frankly, I wish there was a way to assign certain flags to certain leaders... that would make the most sense.

JEELEN
Jan 02, 2008, 11:39 PM
DK... The swastika is like the Force Tree from Star Wars... it means whatever you make it mean. It's a symbol of peace and love long before the Nazis came... it's the recognized state flag of Germany from 1933 to 1945... nothing more. I'm not one for political correctness... white-washing history is something you'll get from others not me... having said that, I did base this mod (started-off with) a Hitler Mod which included the flag... I never bothered to switch it out, since frankly the flag has never meant anything more to me then a flag from German history... that's the only credence I give it. I'm not into symbolism... things are what things are. Flags don't kill people, people kill people... I'm not going to shift the blame for the 3rd Reich's crimes from people in power to a piece of cloth.

I may do something differant flag-wise in a later version?!?!?!? But the above is the fix for now, and it's not hard to do. The best argument that exists for it's removal (at least as far as I'm concerned) would be length of use, not meaning... because to me, it's just a stupid flag. I don't get all worked up over a flag. Frankly, I wish there was a way to assign certain flags to certain leaders... that would make the most sense.

I have to agree with dutchking on this. The swastike, the Hitler salute and Mein Kamp are all forbidden in Germany. To use it to represent Germany in general is an insult to Germans and Jews both. (Not to mention gypsies, gay people, communists, socialists, mentally handicapped and all others who were persecuted by the Nazis. Actually I'm surprised no one has pointed this out before.)

PimpyMicPimp
Jan 03, 2008, 12:51 AM
I found the earth map, thanks, I'll give it a try after my current game. I really do like the naval units, they make naval combat much more interesting and each age isn't such a huge shock when you advance.

Since I'm opininated beyond belief, I'll give my thoughts on the Swastika for Germany. I find it a little strange, honestly. I'm not offended or anything, and I do enjoy the addition of a Hitler leader, but considering the Swastika was Germany's symbol for only 12 years and the Iron Cross being older than that, I found it a little unnecessary.

Other than that, I really like the mod. It makes the naval game a lot more interesting and some of the unit art you included is really very cool. Keep it up :)

arstal
Jan 03, 2008, 07:47 AM
My disagreement with the Nazi flag has to do with the fact that it was only used for 12 years of German History at most. The Iron Cross was used a lot longer.

Wolfshanze
Jan 03, 2008, 08:26 AM
A few things here...
#1) Like I said... it wasn't a deliberate choice... this is my first mod, and it was based on a Hitler mod which included a swastika... at the time, I wasn't even fully aware of how to swap flags (though I know now), and cloth symbols don't bother me, so I just left it in.
#2) The 'Maltese Cross' (so far as I know) has never been THE flag of Germany, anymore then 'a star' has been the flag of the US. Technically speaking, the flag of the Third Reich was the national flag of Germany for 12 years... the Maltese Cross by itself for zero years. If I were to swap flags in a future version, I would probably use the Imperial War Ensign (Kaiserliche Kriegsflagge), not the maltese cross.
#3) Flags have never been a priority of mine, but they have been something I want to work on... I'll get around to it at some point, but I've posted several times on how easy it is to go back to the Maltese Flag if folks like the mod otherwise. Personally, I could care less about symbolism and flags... to me it's cloth... I wish folks would concentrate on the people behind the flags not the strips of cloth to get all mad about... having said that, I'll switch to the Kaiserliche Kriegsflagge in my next update.

Arstall has the best argument for the flag on the entire forum, and it's the only legitimate complaint in my book concerning the subject... it'll get handled folks.

mamba
Jan 03, 2008, 08:47 AM
#2) The 'Maltese Cross' (so far as I know) has never been THE flag of Germany, anymore then 'a star' has been the flag of the US. Technically speaking, the flag of the Third Reich was the national flag of Germany for 12 years... the Maltese Cross by itself for zero years. If I were to swap flags in a future version, I would probably use the Imperial War Ensign (Kaiserliche Kriegsflagge), not the maltese cross.

I use one in my mod (the version from 1903), feel free to grab it (or ignore it) :)

If you do not have my mod, I can upload the flag for you to get without needing to download 170 mb of 'unwanted stuff'.

Wolfshanze
Jan 03, 2008, 09:09 AM
I use one in my mod (the version from 1903), feel free to grab it (or ignore it)
There's already a pretty good German Flag Pack in the download section that has numerous German flags, including the Imperial Flag. Is yours the same one, similar or differant? Not sure how many differant looks you can get of that flag.

mamba
Jan 03, 2008, 02:33 PM
There's already a pretty good German Flag Pack in the download section that has numerous German flags, including the Imperial Flag. Is yours the same one, similar or differant? Not sure how many differant looks you can get of that flag.

I created my own flags, so it is a different one ;)

The one in the pack is the 1892 version which uses a somewhat different eagle and smaller black bars (well, it should, the flag doesn't however).

I also went with BadRonalds advice to always put the emblem in the position of honor (top-left corner) and did not rotate the eagle, I don't like sideway emblems ;)

http://forums.civfanatics.com/uploads/124601/Flags.jpg

The german flags version on the left, my version on the right.

Wolfshanze
Jan 03, 2008, 03:10 PM
That's pretty cool... do you have a seperate link just for the flags?

mamba
Jan 03, 2008, 03:36 PM
Now I do ;)

http://forums.civfanatics.com/uploads/124601/GermanFlags.zip

EDIT: if you want all my flags, let me know. Maybe I should upload them as a flag pack.


http://forums.civfanatics.com/uploads/124601/_Flags.jpg

That are the versions I use in game, for some civs I have multiple flags however, here's a list of all buttons (there obviously are corresponding flags as well :) ).

http://forums.civfanatics.com/uploads/124601/_Buttons.jpg

Merum
Jan 03, 2008, 05:10 PM
Personally, I like the Nazi flag. I rarely pay attention to the flags otherwise, but it seems somehow off to see/play Hitler and not have the Swastikas.

However it works out, I'm a big boy and can make any flag changes to suit my own preferences.

Wolfshanze
Jan 03, 2008, 06:22 PM
I see you have two American and Three German flags... exactly how do you use them in Civ4? Can you "era change" flags like units or something? I haven't looked much into custom flags, so I'm not sure on the fine details, I only know the basic swap-flag-out commands.

mamba
Jan 03, 2008, 06:30 PM
No, you can only define one flag for all times afaik, I just created several ones as options. I use the ones shown in the pic, the others are optional (there are also 4 russian and 4 chinese ones for example).

Wolfshanze
Jan 03, 2008, 06:58 PM
Oh well... but yeah... you should offer a flag pack.

PimpyMicPimp
Jan 03, 2008, 07:47 PM
I just finished my game with it and it was a blast! I really like the naval additions. I have on request, though. It'd be really nice if you used the DLL or whatever it's called from Bhruics patch, since I noticed your mod has the bugs that the latest official patch has (no culture showing up for buildings, bizzare AI trades, and I captured a city with a worker). I have no idea how hard/easy it is to change that, but if you did make that change the mod would be that much better.
Really enjoyed it, keep up the good work.

mamba
Jan 03, 2008, 07:55 PM
Correct me if I am wrong, but the way I understand it, all you would need to do is put the dll in the assets folder of the Wolfshanze Mod and you are set. No need to integrate anything.

I prefer mods which do not require dlls to not ship with dlls, that way you can just plug in the dll of your choice (provided the dll in turn does not require xml changes for its changes).

Wolfshanze
Jan 03, 2008, 08:55 PM
I just finished my game with it and it was a blast! I really like the naval additions. I have on request, though. It'd be really nice if you used the DLL or whatever it's called from Bhruics patch, since I noticed your mod has the bugs that the latest official patch has (no culture showing up for buildings, bizzare AI trades, and I captured a city with a worker). I have no idea how hard/easy it is to change that, but if you did make that change the mod would be that much better.
Really enjoyed it, keep up the good work.
Pimpy... which version did you finish playing? I did in-fact include LtBob's latest patch (strictly for the 40-civ capability and the Nuclear Fallout), which supposedly includes Bhruic's patch (at least I think so). Regardless, like Mamba said, it's dead-simple to insert the GameCore.DLL of your choice, as it is a one-file change.

Glad you enjoyed the mod Pimpy... and those extra ships.

PimpyMicPimp
Jan 04, 2008, 02:21 AM
I got it from the filefront link you sent me via PM. Ah well, if it's that easy to fix I'll just do it myself. That was my only game play complaint with the mod, since I find a lot of those bugs to be nearly game breaking. I'll go fix this right now, than.

Wolfshanze
Jan 04, 2008, 09:24 AM
I got it from the filefront link you sent me via PM. Ah well, if it's that easy to fix I'll just do it myself. That was my only game play complaint with the mod, since I find a lot of those bugs to be nearly game breaking. I'll go fix this right now, than.
If you overwrite the GameCore DLL with your own, make sure you change-back the fallout commands as written in the "New in v2.3" in the readme.txt. Or just delete the GlobalDefines.xml in the Wolfshanze Mod. Either will make sure using your own DLL will run smooth with the mod.

PimpyMicPimp
Jan 04, 2008, 09:35 AM
Thanks for the help, Wolf, I really appreciate it, being a total tech-tard :P

[Edit]I have a question, I did put in the DLL from Bhruics patch, and it fixed things up but I'd still like the better global warming, where do I change that value in? In the DLL itself? I swore I look and didn't see it there. Sorry to be such a bother!

[Edit #2]Last question, I swear :P I just went to play the earth map and it doesn't have all the civs in it, even though it's labeled as Earth 34 Civs, it only has about 10. Weird.
[Edit #3] I just checked the 34 Earth Mod I have installed, and the same thing has happened! It's missing most of the civs! Now this is bizzare. I have no idea what could have done it, I haven't played it since installing Bhruics patch and BlueMarble, but I don't see how those things could be culprits...Bizzare.

JagdBoy
Jan 04, 2008, 02:51 PM
gotta a couple of quick questions:

i had some historical concerns about using the swastika flag for the Germans from 4000 BC on and as others have pointed out, it doesn't reflect history very well. what i would like to do is use the nazi flag during the industrial era when i start cranking out panzers. so the question is, can I use the maltese flag (or one of the others) by making the text changes you mentioned previously, and then simply changing them again later in the game? Or would that somehow foul up an existing saved game?

Also, since there are so many unit changes made for the industrial era, will i be able to "play" with the new land, sea, and air units for a longer period of time before they are obsoleted by tech advances? I don't know if you have somehow stretched out that time period by increasing time to research those techs, or some other modification, or having to play on marathon speed. i typically play on prince with a huge map on epic speed, and i suspect the time period will whiz by before i really get to enjoy an "era" where these units get to rule...

Great mod, and it appears to be just getting better with your tireless dedication to making improvements.

Thanks! :beer:

Wolfshanze
Jan 04, 2008, 02:51 PM
Thanks for the help, Wolf, I really appreciate it, being a total tech-tard :P

[Edit]I have a question, I did put in the DLL from Bhruics patch, and it fixed things up but I'd still like the better global warming, where do I change that value in? In the DLL itself? I swore I look and didn't see it there. Sorry to be such a bother!

[Edit #2]Last question, I swear :P I just went to play the earth map and it doesn't have all the civs in it, even though it's labeled as Earth 34 Civs, it only has about 10. Weird.
[Edit #3] I just checked the 34 Earth Mod I have installed, and the same thing has happened! It's missing most of the civs! Now this is bizzare. I have no idea what could have done it, I haven't played it since installing Bhruics patch and BlueMarble, but I don't see how those things could be culprits...Bizzare.
1) Lt.Bob's DLL (GlobalDefines.xml if you changed the value)
2) Lt.Bob's DLL
3) Lt.Bob's DLL

There's a reason why I use Lt.Bob's DLL patch... only his patch allows the Nuclear Fallout option, and only Lt.Bob's patch allows for 40-civ maps... Bhruics patch fixes a lot of things, but it doesn't allow for 40 civs or changes to nuclear fallout.

I could've sworn Lt.Bob said he included Bhruich's patch, so I dunno... but the one thing I do know, is that Lt.Bob's DLL is the only one (that I know of) that allows 40 civ games and the change in nuclear fallout.

Ergo, I use Lt.Bob's DLL.

You can certainly play the Wolfshanze Mod with any DLL you like... default DLL, Bhruich's or someone else... but if you use a differant DLL you won't get the change in nuclear fallout or the 40-civ earth map... but everything else will work as advertised.

Wolfshanze
Jan 04, 2008, 03:05 PM
I had some historical concerns about using the swastika flag for the Germans from 4000 BC on and as others have pointed out, it doesn't reflect history very well. what i would like to do is use the nazi flag during the industrial era when i start cranking out panzers. so the question is, can I use the maltese flag (or one of the others) by making the text changes you mentioned previously, and then simply changing them again later in the game? Or would that somehow foul up an existing saved game?
You can change the flag out at will using the previously mentioned XML change... changing the flag for the XML will NOT adversely effect any saved games you have. I wish I could make flags change automatically by date and/or by leader, but unfortunately you'll have to use one or the other till you decide to change the flag manually using the XML change I listed previously.

In a nutshell, feel free to use the Maltese Cross till whenver you want to use the Swastika, then swap-it out using a XML change... your saved games will not get fouled in any way.



Also, since there are so many unit changes made for the industrial era, will i be able to "play" with the new land, sea, and air units for a longer period of time before they are obsoleted by tech advances? I don't know if you have somehow stretched out that time period by increasing time to research those techs, or some other modification, or having to play on marathon speed. i typically play on prince with a huge map on epic speed, and i suspect the time period will whiz by before i really get to enjoy an "era" where these units get to rule...
There have been no new techs added and no changes to length of time to advance from the default game. I didn't want to change the game too much from default Civ4... I actually do enjoy the base game and only wanted to tweak a few things here and there, not drastically alter the entire game.

Having said that, there are two major ways to change how long you'll be offered some of the industrial age units added to the game...

1) Game speed setting: Epic or Marathon games will certainly allow you to enjoy the new additions to the game for longer time then standard speed.

2) Simply what you research... "switching gears" on your path of research may keep somethings as your primary weapons longer then blasting through a particular military path. For instance, in default Civ-4... the disparity between a Frigate and a Destroyer is HUGE... if the AI catches up with you in Frigate technology, and you want a tech lead, the only way in Default Civ-4 was to reseach a LOT of techs to get to Destroyers... skipping other peaceful but helpfull techs that you may need along the way. With the Wolfshanze Mod, you can develop ocean-going Ironclads for instance, get the tech-lead over the AI's Frigates, then go research some of those peaceful techs (leaving you in the Ironclad age)... if/when the AI catches up with Ironclad technology, you can study Pre-Dreadnought techs, then (again) switch to something else.

Simply put, you have more options now then you had before... sure... you can blast through the naval war techs rapidly if you focus hard on it, or you now have the option of changing gears once you get a step-up on the AI. Same with the WWI techs like biplanes and early tanks.


Great mod, and it appears to be just getting better with your tireless dedication to making improvements.
Glad you enjoy the Mod... trying my best to make it a good one... I have more changes coming.

JagdBoy
Jan 04, 2008, 03:14 PM
AND Wolf replies almost instantly to posts!

Gotta love it! :banana:

Well time to launch a new game...

PimpyMicPimp
Jan 04, 2008, 06:12 PM
AND Wolf replies almost instantly to posts!

Gotta love it! :banana:

Well time to launch a new game...

Ya, he's really quite amazing for that :p

Thanks Wolf, I promise I'll stop pestering you now and actually play :D You know we only whine out of love, right?

arstal
Jan 04, 2008, 06:27 PM
The Lt.Dan DLL seemed to remove some of the fixes from Bhruic's patch, like the missing culture values on buildings.

I went back to Bhruric's.

As for the boats- oftentimes boats were obsolete before they were built in the late 19th century. So the techs should progress quickly.

PimpyMicPimp
Jan 04, 2008, 07:19 PM
I'm torn between DLLs. One the one hand, I would love to play the giant earth map, but on the other Lt. Bob's does break a lot of the things that I love about Bhruics (mainly the ridiculous trades the AI thinks of. I can handle the culuture display, and worker capture doesn't happen all too often, but the trades can ruin the game). I suppose I could have two versions of your mod with the two different DLLs. Actually, I think that's just what I'll do.

[Edit] I think I know the problem with Lt. Bobs. I was reading that thread and it sounds like he has two versions, one with Bhruics fixes and one without. Why he wouldn't just have one that combined Bhruics and his is beyond me.

Wolfshanze
Jan 04, 2008, 07:32 PM
[Edit] I think I know the problem with Lt. Bobs. I was reading that thread and it sounds like he has two versions, one with Bhruics fixes and one without. Why he wouldn't just have one that combined Bhruics and his is beyond me.
I guess I need to double-check... I could've sworn LtBob had the Bhruic patch included. I need to see if I can get the right one in my mod.