View Full Version : Merging Wolfshanze and Next War... need a new name for the Dreadnought
Dec 11, 2009, 03:32 AM
This is my first foray into working with mods. I'm attempting to merge Wolfshanze and Next War. I've read Ninja2's tutorial and got WinMerge and have got the assets folders plus a few python and xml files merged. It's been a rather interesting and enlightening experience so far. One thing is apparent though. Because Wolfshanze included the Dreadnought battleships from the early 20th century in his mod I'm going to have to come up with a new name for those gigantic hulking super-units of Next War's future era. I've been considering "Landcruiser," but it just doesn't quite convey the proper sense of power. I'm open to suggestions. Also wish me luck on my little project. :)
Dec 11, 2009, 03:38 AM
Obvious names are "Leviathan", "Titan" or "Colossus".
More technical names might be something like "Mobile Fortress".
Dec 11, 2009, 03:47 AM
Dec 11, 2009, 06:32 AM
Dec 11, 2009, 06:34 AM
Obvious names are "Leviathan", "Titan" or "Colossus".
Good suggestions. I'd go with one of those.
Dec 11, 2009, 07:27 AM
I personally like the generics. the previous mentioned "Mobile Fortress" seems like a good fit.
Titan, Colossus, Leviathan all seem like model designs vs a generic.
Dec 11, 2009, 11:47 AM
Hmm well I'm a bit confused. It seems that in the CIV4ArtDefines_Unit.xml file, both the Wolfshanze and Next War Dreadnoughts are given the same destinations for art files.
There are other "Dreadnought" models for many different civs in Wolfshanze. Japanese, German, UK, US, etc, but they all have rather distinct paths, so its this generic one I'm mainly concerned with.
I know the art files for the Wolfshanze mod are in the Wolfshanze.FPK, which I've placed in the assets folder of the new mod I'm building. I'm also assuming that, since there's no file for it in the Next War mod, Next War uses the files from the Dreadnought folder in the BTS assets/art/units folder. I suspect that this will confuse things. How can I make sure that the Next War dreadnought doesn't access the Wolfshanze ship files or the Wolfshanze dreadnought doesn't access the Next War dreadnought files?
Also. I think I've decided that I will rename it to Behemoth. :)
Dec 11, 2009, 11:56 AM
The first files, which are accessed, are the ones, which are deeper in the file tree -> Wolfshanze.fpk will first be loaded.
As long, as you don't want to unpack the .fpk and re-pack it, i suggest, that you copy the folder of the Next War Mech to your mod folder, rename the folder (to Behemoth), and just change the path for it in the ArtDefines_units.xml.
That should work.
Dec 11, 2009, 09:44 PM
Amazing... I think I've actually pulled it off. Only problem left that I can see so far is a text error in the Fallschmirjaeger and Jaeger units where the proper German characters won't show. Other than that, from the looks of the Civilopedia, everything seems to have gone well, but I still need to test all this in-game.
Dec 12, 2009, 06:00 AM
Only problem left that I can see so far is a text error in the Fallschmirjaeger and Jaeger units where the proper German characters won't show.
How did you put the characters in the textfiles? Directly or the html code?
Dec 13, 2009, 12:13 AM
I didn't put the characters in, they were already in the text for the Wolfshanze mod, which still shows them correctly. Those units are the UUs for Germany and Austria. So far I haven't run across any Germans or Austrians, and its only two units, so I consider it a minor but tolerable annoyance for now.
I've played through about half of a game with my mix with no major trouble so far. Some of the Wolfshanze changes are interesting and I like the fact that we have earlier cannons now and don't have to use trebuchets well into the 19th century. I was stuck on a large island with few resources and had some serious barbarian trouble early game so I'm a bit behind the other civs, but I'm launching a war now that I hope might turn that around.
Something I don't like and think I may remove from my version is the galleon's bombard ability. I know its only 6% but they're supposed to be mainly transports, and my invasion fleets typically contain enough of them, plus their escorts, to flatten a city's defenses in a single turn. I feel you should have to use dedicated warships to bombard and it doesn't make sense that the galleon's successors, the paddle steamer and transport, lose that abilty. I'll check the other ships' bombard stats to see if they're already rebalanced to take the galleon's new ability into account before I do though.
Dec 13, 2009, 05:06 PM
I think you should use Landcruiser or if not Land Battleship or Super Landcruiser
Dec 14, 2009, 02:42 PM
In my mod, the giant tank is called a Goliath.
Dec 14, 2009, 02:49 PM
Well if all else fails why not simply call them "Supertank". I think that should bring the point across nicely.
Dec 14, 2009, 04:50 PM
Just saw this today, thought it applied to the conversation, if you look at the Next War Concepts, there is a links to the new buildings/units/features/etc.. Anyway, In the units section there is a link to a unit called "Titan", and no link to the Dreadnought. FWIW, the actual Titan link is broken, and doesn't link to anything.
Dec 15, 2009, 08:19 AM
Well if you are to add titans I would suggest something more like this: http://wh40k.lexicanum.com/wiki/Titans
Dec 15, 2009, 10:28 PM
Heheh.. that's interesting but I can't really do modeling and I don't know about adding new stuff to it. It was an achievement for me to even get them merged.
Sadly in my current game with it it doesn't look like we'll be getting to the Next War units. There doesn't appear to be an obvious victory scenario, barring me going on a conquest frenzy, before 2050. I'm in the 1940s and I've got pre-dreadnoughts and I'm just starting to research flight so... tech in this game has lagged a bit behind.