[BTS] MarnzMod

how do you enable hitler in the new version
 
I would appreciate the info on installing the Hitler leader as well.
Great job and this has quickly become my mainstay MOD.
 
how do you enable hitler in the new version

I would appreciate the info on installing the Hitler leader as well.
Great job and this has quickly become my mainstay MOD.

Hitler should be available. I never disabled him for this version. Make sure you delete any previous version before extracting v1.5.
 
well i just installed your mod yesterday for the frist time and everyone but hitler is avalible.
 
well i just installed your mod yesterday for the frist time and everyone but hitler is avalible.

He's listed as "adolf" hitler. He should be the first one listed when starting a custom game. But check MarnzMod/Assets/XML/Civilizations/Civ4Civilizationinfos.xml and find the entry for Germany. Underneath the Hitler leader tag, make sure availability is set to 1. (0 disables the leader.) I hope this helps.:)
 
He shows up fine for me. :mischief:
 
haha i would have edited my post ealier but my internet was out, but i feel like an idiot now anyways cause i noticed he was the frist guy on the bloody list :(
 
Thanks! I feel like a dumbo as well, but I will now go and enjoy a great game. I really appreciate all that you have done for us and kudos to all people who are working on making this game better in all ways.
 
Could you add the Inquisitor unit into the mod?
 
Are you considering including Graphic Modpacks for flavored units like "Varietas Delectat"?
 
I have posted a new update in the first post. This update makes the mod compatible to the new patch. It also adds a a few goodies.:D

This update requires MarnzMod v1.5. Extract the update in the MarnzMod folder.

Change List:

Updated mod to BTS v3.13
Changed American flag to r/w/b by strategyonly(requested)
Added three civs from Amra's mod:
-Austria
-Sweden
-Vietnam
Added Theodora leaderhead for Byzantine from Amra's mod
Changed Native American civ to Sioux civ (text entries from Visa mod)
Added two techs:
-Naval Science
-Transistors
Added four naval units from Wolfshanze mod (graphics by Elhoim, kodzi, Hadrean, Snafusmith, GeneralMatt, Houman):
-Paddle Steamer
-Ironclad Warship
-Dreadnought
-Cruiser
Renamed Ironclad to Ironclad Gunboat
Changed model for Transport
Renamed the Dreadnought land tank from Nextwar to Fusion Armor
Added Naval Academy national wonder (model by hrochland)
West Point now only applies to land units
Implemented Bhruic's Unofficial and Supplemental patches for BTS v3.13
 
:mischief: *Moans at the new update.* Huzzah, thanks Marnz! :lol:
 
Marnz, sorry but I can't get your MOD to load under 3.13.

There are more siblings than memory allocated for them in CvXMLoadUtility::SetVariableListTagPair
Current XML file is: xml\Units/CIV4PromotionInfos.xml

Hope this helps
 
Does the game last longer to account for all the new techs?
 
Marnz, sorry but I can't get your MOD to load under 3.13.

There are more siblings than memory allocated for them in CvXMLoadUtility::SetVariableListTagPair
Current XML file is: xml\Units/CIV4PromotionInfos.xml

Hope this helps
Loads fine for me. Does anyone else get this error?:confused:

Does the game last longer to account for all the new techs?
I haven't changed speed or length, but I've never had a game end before I've learned everything. There's also more science and commerce boosters that speed research.
 
Marnzmod v1.5 with 1.6 update (BTS with 3.13patch) is working ok for me so far

i'm at 1515AD turn 213. have saved and reloaded the game a couple times since this morning
 
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