[BtS MOD] Wolfshanze 1850-1920 Enhancement Mod v2.0

Maybe it is simply because I am now playing with more civilizations (24 over 16) so I notice it more...

EDIT: Minor nitpick: perhaps in the next update you could change the name of the Pre-Dreadnought to Gunboat or something. Pre-Dreadnought doesn't make much sense. It's like having Pre-Artillery, or Pre-Stealth Bombers.
 
I hope Chuggi realizes he is essentially arguing that if Rome can actually build their UU, the game is over and it's unfair.

Where did I say that? What I meant was (because you clearly have trouble understanding) that some civs like Celtia get a rubbish UU because of all the stuff you've changed, and then civs like Rome get their UU (which is already good) boosted because of your stupid reasoning. If you're going to change something, like giving Germany multiple uber UU's and whatever else you've done, you need to counter it and test it so that you still have good balance in the game.

Also, the way you're acting it is very tempting to put you on my ignore list. I made a couple of small, fair comments and you completely lost it and starting insulting me.
 
Also, the way you're acting it is very tempting to put you on my ignore list. I made a couple of small, fair comments and you completely lost it and starting insulting me.
Feel free to do so... I love how people think "I'll put you on my ignore list" is like some sort of intimidating threat... "oooh, I'm scared"... go ahead... I really don't care.

I never insulted you... you just have paper-thin skin. Not my fault you came on my thread, made some crazy "Firaxis never does any wrong" statements, I countered why there's nothing wrong with what I changed or why, I told you my reasons, countered with some questions for you, and you hid under a rock and (still to this day) refused to answer any of my questions to you...

You wanna call that an insult? Go ahead... you want to "threaten me" with the lame-o "I'll ignore you" wuss-out? Go right ahead. You don't frighten anyone by plugging your ears and saying "I can't hear you".

I really don't care Chuggi... you came here to my thread, made some outlandish statements and refused (multiple times and still haven't answered a one) to respond to any of my questions to you on the matter. The fact you haven't been able to answer a single one of my answers to your insinuations isn't my problem... it's clear you have no answer to what I asked, so you divert by playing the diversion card from the matter at hand. I answered your questions, you never answered a one of mine. I don't care... plug your ears... won't bother me one bit.

motivational-poster-ignorance-best-.jpg
 
Hi
First i would like to say that this mod is totally awesome and adds lots of taste to this game, great work

my question is how can i reduce or change the number of civs that spawn in the map, and how can i change the leaders type ?

is it INI change or something else ? i have tried the custom scenario option but i can't change a thing in the map options

thanx
 
Don't go into scenarios, go into single player, then choose custom.
 
EDIT: Minor nitpick: perhaps in the next update you could change the name of the Pre-Dreadnought to Gunboat or something. Pre-Dreadnought doesn't make much sense. It's like having Pre-Artillery, or Pre-Stealth Bombers.
Hmmm... first-off, they're definitely not gunboats... and you won't find articles and encyclopedias with the term "Pre-Artillery or Pre-Stealth" as an actual name for an actual class of units... but you will when it comes to "Pre-Dreadnoughts", it is an actual term for an actual class of ships... you might want to read pages 51-53 of this thread. Someone else brought that up and I gave my reasons why... also, read the in-game Civilopedia... it explains the names of all units there, including Pre-Dreadnoughts.

Finally, here's a very in-depth article from Wiki on Pre-Dreadnoughts... that should clear the matter up for you.

Why doesn't anyone ever question "early fighter, early bomber or early tank"? Those are very generic terms that could apply to just about anything (and they weren't called that either at the time they were used). Pre-Dreadnought is a very specific and legitimate term for a very specific type of ship, built during a very specific time-frame (roughly three-times the length of WWII)... but people keep asking me about that name! :crazyeye:


i want to play the 32 earth map, it's a Scenario...

I just want to change some things in map
Go into the Wolfshanze Mod folder... look in the "PrivateMaps" subfolder... the earth-map scenarios for the Wolf Mod are kept there... you can open them up in "Notepad" and edit them how you see fit... it's very easy, and more-or-less self-explanatory how to change a default leader and a few other things in there using notepad.
 
ok..
let's say i want to reduce the number of civ, or to delete some of the playing civ
Can i just erase them for the INI file ? i'm not familiar with editing and i don't want to ruin it, so i could use your help


thanx
 
First make a back-up of the file in-question... "Earth_(124x68)_36civs.CivBeyondSwordWBSave" copy and rename it to whatever you want... like "Earth_(124x68)_32civs.CivBeyondSwordWBSave"... open the new file in Notepad.

Look around... it's not rocket science in-play here... there's TWO entries for each Civ... one looks like this:
Code:
BeginTeam
	TeamID=0
	Tech=TECH_FISHING
	Tech=TECH_AGRICULTURE
	ContactWithTeam=0
	RevealMap=0
EndTeam

The other looks like this:
Code:
BeginPlayer
	Team=0
	LeaderType=LEADER_LINCOLN
	LeaderName=Lincoln
	CivDesc=American Empire
	CivShortDesc=America
	CivAdjective=American
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_BetsyRoss.dds
	WhiteFlag=1
	CivType=CIVILIZATION_AMERICA
	Color=PLAYERCOLOR_BLUE
	ArtStyle=ARTSTYLE_EUROPEAN
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=28, StartingY=45
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer

That's for active team=0... aka: the American Civ.

Look at BOTH entries for team=39... it's an inactive team (unused civ).

If you don't want the Americans in your game, simply copy the two team=39 entries and paste them over the two team=0/American entries, then rename the new entries to "team=0" as opposed to "team=39" (you'll always have 40 teams numbered 0 through 39, no matter how many active civs you have in-map).

It's that simple.
 
Apparently, Solver's patch keeps the AI from using its bombers.
 
Apparently, Solver's patch keeps the AI from using its bombers.
Really? Wow, that sucks... guess I need to check the thread.



In other news, I've been thinking about this...

Specific to my mod, I have WWI and WWII-era aircraft, but with the dawn of the "Flight" tech, you get "Airports"... Airports do three things...

1) Add experience to aircraft built
2) Increase air capacity by +4
3) Ability to perform Airlifts

1 & 2 are fine, but three has bothered me for awhile... as cool and fun as airlifts are, it's never sit well with me that (in my mod at least) you're doing airlifts of ground troops with WWI-era aircraft capabilities.

The easiest (and laziest) thing for me to do would be move airports to the WWII flight-tech instead of the WWI flight tech, but that would eliminate the first two abilities from the WWI era which is no-fun!

The solution I've come to, is to split the civilian "Airport" and the military "Airbase" into two separate improvements. I'd reduce the cost of both compared to the default cost of the airport, but split the benefits:

Military airbases become available with the WWI Flight tech and could:
1) Add experience to aircraft built
2) Increase air capacity by +2

Civilian airports become available with the WWII Flight tech and could
1) Increase air capacity by +2
2) Ability to perform Airlifts

In short, you could build either faster then the default airport, but only get half the benefits (you'd have to build both to get the full benefit)... but it would allow you to better specialize cities if need-be, or you could just build both and get the full benefit... and you'd no longer airlift units with WWI aircraft!
 
Apparently, Solver's patch keeps the AI from using its bombers.
I just did some double-checking on this... I did some WB testing with the Wolfshanze Mod... I'm not sure if it's because of my own gamecore modifications (which is based on Solver's patch), or that the original report simply isn't true, but with the Wolfshanze Mod v3.17 gamecore, I see no difference in AI use of bombers then over the default Firaxis v3.17 gamecore.

Both with the default gamecore and Wolfshanze Mod gamecore, the AI will definitely use both light and heavy bombers against a nation it is at war with. Now, you won't SEE the bombers strike animation, even if they are in plane sight from the bomber's base to the target unit (this is true for both default and wolfshanze gamecore), but in either case, you will get a message saying what happened, and the in-game results (damage and/or death of your units) will show up!

I find it annoying that even with "show enemy moves" you'll never see your units get attacked by bombers, but this is also true of default v3.17 bombers... though the attacks will certainly happen if you are at war with the AI and your units are in-range of enemy bombers.

In any case, the report of bombers not working is either not true of the Wolfshanze Mod, or simply not true at all (including Solver's patch)... both my mod and default BtS v3.17 work identically with enemy AI bomber use.
 
I found an animation problem with Tactical Nukes. Whenever I launch one at a city, the explosion animation does not work. The nuke hits the city, doesn't explode, then just sits there for a few seconds. It still detonates, because I get the message, population is reduced, fallout appears, etc, but the mushroom cloud explosion is never generated.

Funnily enough, whenever I launch one at a non-city tile, it does explode, and ICBMs work fine on both cities and non-cities.
 
I found an animation problem with Tactical Nukes. Whenever I launch one at a city, the explosion animation does not work. The nuke hits the city, doesn't explode, then just sits there for a few seconds. It still detonates, because I get the message, population is reduced, fallout appears, etc, but the mushroom cloud explosion is never generated.

Funnily enough, whenever I launch one at a non-city tile, it does explode, and ICBMs work fine on both cities and non-cities.
Thanks for the report... I'll check that out and see if there is a problem and/or a solution.



UPDATE:
I just checked this out in WB... I got all four explosions to work without any problems or trickery... tactical nukes worked just as well in or out of a city.
 
Hey Wolf,

I have a bit of a problem. My nephew, niece and I can't see each other on multi player since we loaded 2.81 :confused:

Is anyone else able to play multi player? (internet not Lan.)
 
Hey Wolf,

I have a bit of a problem. My nephew, niece and I can't see each other on multi player since we loaded 2.81 :confused:

Is anyone else able to play multi player? (internet not Lan.)
I don't do multiplayer, but (in theory) as long as each person that wants to play multiplayer has the mod loaded-up (it's not enough just to have it in the mods folder, both need to have the mod loaded at the time they wish to play multiplayer), the mod should do multiplayer just fine with anyone else using the same version of the mod.

I know others have successfully played the Wolfshanze Mod multiplayer (using an older version), I see no reason why this version would be any different.
 
I found an animation problem with Tactical Nukes. Whenever I launch one at a city, the explosion animation does not work. The nuke hits the city, doesn't explode, then just sits there for a few seconds. It still detonates, because I get the message, population is reduced, fallout appears, etc, but the mushroom cloud explosion is never generated.

Funnily enough, whenever I launch one at a non-city tile, it does explode, and ICBMs work fine on both cities and non-cities.

Do you have special effects turned on in the graphics options?
 
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