And I see that nobody ever addressed what the OP wanted in the first place - a single unit to bridge the gap between wooden frigates and steel destroyers.
Several people did, actually. One single unit.
And I see that nobody ever addressed what the OP wanted in the first place - a single unit to bridge the gap between wooden frigates and steel destroyers.
Several people did, actually. One single unit.
Mind there are many more crashes with his later versions, I wish I still had one of his early ones that was just a minor naval warfare and air warfare tweak, the one where he first introduced light bombers. Oh well... I had crashes with WolfRev too and I think its some of Wolfshanze later unit models that are causing it.
Yeah the incredible polycount of some of Wolf's source models was a big problem. Even people with rockin' systems had trouble. But Phungus did an awesome job of cleaning things up and making them very playable.
The latter. Or in the Legends of Revolution mod. PM Phungus.Where are these cleaned up models? I downloaded the now obsolete Wolfshanze mod - are they in there? Or are they in the Wolf Rev mod?
Where are these cleaned up models? I downloaded the now obsolete Wolfshanze mod - are they in there? Or are they in the Wolf Rev mod? The Dreadnought looks really good.
My idea at this point is mainly to upgrade the Ironclad gunboat to an ocean going Ironclad (15/4 - requires Steam Power and Coal) - however, this makes Military Science (and their SOLs) even weaker than before - so I'm thinking of requiring Military Science for all pre-Industrialism naval units. You can still ignore Military Science if you need no navy - it also makes the tech a bit more useful, not sure how it would play out with the AIs though.
The other change I'd make is to move the Destroyer to Industrialism and create an Oil only Dreadnought (30/6 - no specials except for Bombard) at Combustion.
That explains it, WolfRev had the same crashing problems Wolfshanze mod did. To be fair Wolf didn't create the high polycount models, but he also got upset when people pointed out they where a problem.
I'll have to try Legends of Revolution, any idea how much like the original wolfshanze mod it can become?
It's pretty different from straight Wolf. The Revolutions/BarbWorld/StartasMinors Mods really changes the game dynamic, especially in the early game. It uses RevDCM as it's core, and has all those options, plus the most updated versions of BBAI and BUG. The Legends Units are nice and fun to play with, but not game breaking; just fun little extras. There have been plenty of changes to units, strengths, and to the Tech Tree, so you'll want to take a good look at the SevoPedia. I think it's godawful fun, and except for it not having my favorite UU (the Spanish Conquistador from BTS), I heartily endorse it; for whatever that's worth.![]()
Note that you can turn off a lot of the stuff (such as the Revolutions aspect) from the custom game screen.
Are there major differences other than legends units and lower polycount? I know the Revolutions aspect, it's interesting but not to my taste (esp as its pretty much a you can't hold a city too far from your capital rule)
I might grab it and try it with revs turned off, but I think I would keep the very nice spy exp and leveling thing. Culture driven war was pretty overpowered and I don't like a lot of bug options myself (a few things are pretty sweet) but that can all be turned off as well.
BST alpha: 0.1.0
-Removed all 2000+ poly units from the Wolfshanze core art
First thing he did in LoR, wow.
I agree that rev and barbcivs made the early game much more dynamic, its the late game that gets to be a pain in the butt for me since there are only so many ways to improve stability and the distance penalty just grows and grows. I only had five rev games, one in wolfrev that crashed out in the industrial era and four in revdcm. If the game went long it revs seemed to be a constatant annoyance even when I made a point to build wonders in far off cities and things like that. It seems like the mod really prefers cultural victories and opposes domination heavily. I don't mind using conquest with vassals, but on my two pangaea games colonies are not an option (because of BTS game mechanics) and so even that becomes kind of arduous.
Weaker axes would be fine, and now that I've looked it up it looks good. I have a couple of FFH games before I'll play it but I think I will try it.
True that, but why'd anyone want to - it's just so different and fun. But, different strokes for different folks.
And one person not understanding why anyone would not want everything in his mod is what derailed this thread completely last time. Good to see some improvement.I totally agree. But, as you say, "different strokes". Some people get turned off by the Revolutions, and we should be clear that the mod isn't an all-or-nothing proposition.
What about just making them require some impossible technology (not hard to make one in the XML)? Or just not available to anyone?I am woried that simply deleating them out of the XML could mess up the python or worse the DLL...
I have not plaid it but are there not some python conditions that automaticly spawn them like heroes in FFH?What about just making them require some impossible technology (not hard to make one in the XML)? Or just not available to anyone?