[BtS] Merged Mod

Ninja2

Great Engineer
Joined
Nov 17, 2005
Messages
1,142
Location
Denmarkia
Version 1.20 released! Download

Hi all!

For your downloading pleasure, here is merge of several quality mods and some minor tweaks. Major features include a much improved air and naval progression, a new and exclusive aerial combat resolution model, Wolfshanze's Mod, Dale's Combat Mod, the Better AI mod, Influence Driven War, Random Invisibility for subs, Inquisitions and the BUG mod. See the full feature list below! Remember to download the Wolfshanze file, as it is the "graphics base" of this mod! See installation instructions below.

The idea behind the Merged Mod is to create an even more polished version of Beyond the Sword. In my opinion, the mods I've included in this compilation are all mods that could/should have been included in Beyond the Sword in the first place. Unit-wise, this mod also fills a few gaps that were left by Firaxis - those of naval units and air units. To fix the naval progression, I've used Wolfschanze's mod, in which he has done a superb job in filling this gap. The fix for the gap in the air units was inspired by a couple of mods, so this is truly a merge of different solutions, on top of which I have developed a new air combat model to deal with the added complexity of a longer and more diverse unit tree. In order to better introduce these new units to the game, a handful of new technologies had also been added to the game, and a few techs have been rearranged slightly, but nothing extreme. Otherwise, I've chosen to add the best this community has to offer in terms of bug fixes, AI improvements, and interface tweaks. So, to sum up, when you play this mod, you'll easily recognize Beyond the Sword, and I encourage you to start up this mod instead of Beyond the Sword! ;)


New in 1.20:

This is a major update! :)

-Update Better AI to 1.01c; the AI is a lot more lethal now, you have been warned!
-Updated to Unofficial Patch 1.60 (beta)
-Added Afforess' code to stack non-air interceptors; basically, the more AA you have on the ground, the bigger the chance to intercept!
-All airunits now have Accuracy ratings, and can get Accuracy promotions
-All damage done by Bombardment, Ranged Bombardment, Airbombing and Airstrikes are modified by Accuracy: the formula is Random(100-Accuracy)+Accuracy, which means that the damage spread decreases, the higher the Accuracy rating. Very cool! :cool: This means that ALL air and siege units are somewhat less powerful than before, and combat is less predictable. If you have any balance issues, please let me know!
-Introduced a "Critical Hit" chance to air vs. naval combat. The base chance is 5% (can be edited in GlobalDefinesAlt.xml), and is increased by the attacker:defender strengthratio. A Critical Hit does double damage, but is still affected by Accuracy.
-All Inquisition stuff has been moved to the dll file for a much, much faster game.
-Some blurry buttons fixed, but not all.
-...other minor stuff that I probably forgot! :lol:

- Make sure you read the GlobalDefinesAlt.xml file!

-Enjoy!
:king:

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Full feature list:
Spoiler :


New Units:
-Huge graphical upgrade from Wolfshanze’s mod.
-Lots of new ships from the Wolfshanze mod.
-New aircraft from the Wolfshanze mod.
-New siege weapons from the Wolfshanze mod.
-Partisans, see below.
-Enola Gay nuclear bomber.
-Anti Air gun.
-Anti Tank gun.
-Inquisitor.
-Stealth Fighter.
-Advanced Jet Fighter.
-Close Air Support Bomber.
See screenshots below!

New Techs:
-Muskets from Wolfshanze's mod.
-Air Superiority from Wolfshanze’s mod.
-Jet Propulsion.


New Options for Custom Games:


Gameplay changes:
-New, more realistic, Aerial Combat logic.
-Randomized Invisibility. Sub spotting is no longer a certain. Move your sub spotters around to improve their chances of spotting, or use air units to do real sub spotting.
-Manhattan Project is now a National Wonder. All Civs must complete this to build nukes.
-All features from Dale’s Combat Mod can be selectively switched on or off. All ships and aircraft take advantage of the DCM features (ranged bombardment, Air bombing missions).
-Partisans appear after city conquest on the defender side, after the defender has discovered Rifling.
-Inquisitors can remove non-state religions from your cities.
-Defensive terrain reduce damage from air units.
-Cultural bonus to tiles when winning combats or pillaging. This allows you to gain enemy territory for your own civ, without conquering cities!

Links to original mods:
Wolfshanze mod
Dale’s Combat Mod
Influence Driven War
Partisan mod
Inquisition Mod
Air Forces Mod
Random Invisibility Mod
Culturally Linked Starts

More links coming for the newest added components!

See release notes below for further details.


New Aerial Combat Model:
Spoiler :


In my Merged Mod, I have used the air units from the Wolfshanze Mod as a base. To this base, I have added three more air units (and there's also an Atomic bomber from Dale's Combat Mod). This pushes the roster of air units in the game to this, grouped by 'generation':

Airship

Early fighter
Early bomber

Fighter
Light Bomber
Bomber
Atomic Bomber (a small nuke unit, which is killed upon use)

Jet Fighter
Close Air Support Bomber
Jet Bomber

Advanced Jet Fighter

Stealth fighter
Stealth bomber

New units: Close Air Support Bomber, Advanced Jet Fighter, Stealth Fighter. The Jet fighter in-game represents 3rd generation fighters, like the Mig-21, the F4 and F5 and others. Graphically, most of these are represented by the existing units from Wolf's mod. The Advanced Jet Fighter is 4.5 generation fighters, i.e. what most countries use today. F-15, F-16, Mig-29, the Eurofighter and Su-27 represent these.

New Technology: Jet Propulsion. Introduced to allow for a longer progression of air units. Air units now transition from biplanes->propeller planes->jet aircraft. For the fighters, this means that it's Early Flyer -> Early Fighter -> Fighter -> Jet Fighter -> Advanced Jet Fighter. For bombers, it's Early Bomber -> Bomber -> Jet Bomber. The Light Bomber can upgrade to either Jet Fighter or Close Air Support Bomber. Check out the tech tree in-game. Nothing can upgrade to either the Stealth Bomber or Stealth Fighter. You need to build these units from scratch!

All in all, there are twelve 'regular' air units that the player can build and use. That's seven more than the standard game. Six of the units have the ability to intercept attacking units. With so many air units, I really felt constrained by the existing aerial combat model, and so I have developed a new model. Read on below:

The basic concepts of the original model are reused - there is still an interception check, five combat rounds, combat odds and damage dealing. However, the way each element is calculated has changed:

* The way evasion works has changed - all air units have a base evasion value - and this affects the interception chance of each interceptor against the other units. Evasion is no longer a separate check done before the interception test. So an early fighter has a 70% chance to intercept an early bomber, but only a 30% chance to intercept an advanced jet fighter (and if it manages to intercept, it will most likely lose big-time).
* Combat odds are still calculated using current strength, but the interception value may give a bonus. This means interceptors gains a small bonus against bombers (which have zero interception), but also a small bonus against units with a lower interception value. Combats between equals are still a 50/50 venture.
* The potential for dealing damage will vary, depending on the opponent. A fighter can do 34% of damage to another fighter (so three wins are required), while only doing 24% of damage versus a jet bomber (so it basically needs to win all five rounds of combat to shoot down the jet bomber, the odds of which are quite small).

In essence, my new aerial combat model simulates a need to have aircraft from a similar or better generation than your enemy to defend yourself.


Air Mission Overview:
Spoiler :




Aerial Progression Tree:
Spoiler :


No units can upgrade to Stealth Units!


Naval Unit Progression Tree:
Spoiler :




Screenshots:
Spoiler :

Take it to the skies with new Advanced Jet Fighters and Stealth Fighters!


Rain death on your enemies from the Close Air Support Bombers!


Custom graphics for different civs!




Previous releases:
Spoiler :


New in 1.11:
-Fixed the Assimilation bug
-Re-added Randomized Invisibility
-Fixed Explorers that looked like Marines
-Added new Accuracy promotions - now improves the accuracy rating of the DCM Ranged Bombardment
-Added new Depth Charges promotion (+25% vs. Submarines)
-Added new Torpedo Tubes promotion (+2 First Strike Chances)
-Changed the naval progression slightly, and renamed Destroyer Escort to Corvette
-Supercarriers can now hold 5 airunits instead of 4
-Monasteries require Temples
-Split the Drill line into Drill and Naval Drill, and the effects of Naval Drill are different. In Naval Drill you get the same First Strikes as before and small healing bonuses (max. +20%) instead of collateral damage protection. Naval Drill IV gives bonuses vs. Air units (not Jets) and Subs, instead of Mounted and Armor :rolleyes:
-Split Flanking into Flanking and Naval Flanking. Naval Flanking has a bigger withdraw bonus, but NO First Strike immunity!
-Naval units cannot get the Sentry promotion anymore, but gets +1 sighting with Navigation 2
-Radio gives +1 sight across water


New in 1.10:

-Updated to BetterAI 0.82 (except for the aircombat model, as I use a custom model).
-Update to Unofficial Patch 1.30
-Updated to BUG 4.2
-BULL 1.0 (release version) included
-Lead From Behind mod by uncut dragon included. This mod attempts to protect your more valuable units by having them defend smarter.
-Show Hidden Attitude Modifiers by McW added.
-New speed optimization by Sephi included, in addition to the CAR mod.
-New unit: Recon, which the explorer can upgrade to. National unit, can only defend, can paradrop, be transported by subs, and is not kicked out after wardecs. Graphic by mechaerik.
-Fixed Naval Bombardment bug.
-Introduced fixes to Naval bombardment from the RevDCM mod.
-Balanced the Holy Office. Now yields 1:mad:, but 1:) with the corresponding State Religion (so net is no happiness). Also, the HO, the Inquisitor and Missionary are all restricted to the State religion type.
-Fixed the minimap to not show cultural borders over water, by randomproof.
-Custom button for Motorized Infantry (finally!), thanks to Achilleszero.
-LOTS of new options in the GlobalDefinesAlt.xml file!
-Also check out the new diagrams further down this post, to get an overview of the air unit capabilities and naval unit progression.


New in 1.00:

-Updated to BTS 3.19
-Updated to BetterAI 0.81 (except for the aircombat model, as I use a custom model).
-Updated to BUG 4.0
-Updated to Inquisition 250D (and NOW it works!! :D)
-New Custom Game Option: Multiple Production. If your city hammer output is high enough, you can produce more than one unit per turn.
-Features from BULL 1.0 included
-Silent Hunter mod included. Your subs will now target transports first, and destroyer class ships will defend first against sub attacks if capable.

New in 0.93:

-Updated to BetterAI 0.75 (except for the aircombat model, as I use a custom model).
-Updated to BUG Mod 3.6.
-Advanced Combat Odds from PieceOfMind, a VERY nice modcomp! :goodjob:
-AirBombing bug from DCM 1.7 fixed (bombing not working when DCM bombing switched OFF, if you switch DCM bombing off, normal bombing now works).
-Latest version of Inquisition by OrionVeteran included (201A).
-Investigate City when captured modcomp (you may now chose to see a captured city, before keeping or razing it).
-Added Motorized Infantry, see attached pictures at the bottom of this post (I still need a button for it :)).
-Removed Pirates Mod code, as it wasn't working anyways. I think it broke after the release of 3.17.
-Fixed Assimilation quirks/bugs from previous release.


New in 0.87:

-Updated to Wolfshanze 2.85. I have intentionally left out the water planes and the UAV. Movies and sounds are now supported, but optional. Read the installation instructions below!
-Updated to BetterAI 0.41 (except for the aircombat model, as I use a custom model).
-Updated to Unofficial Patch 0.21 by Dresden.
-Integrated BUG Mod 3.5. This was a big job!! Thanks to EmperorFool for much needed support with this. Make sure you read the installation instructions below!
-Assimilation mod by Kael (more options for custom games)!
-Bombardment bug from DCM 1.7 fixed (bombarding from friendly territory).
-Latest version of Inquisition by OrionVeteran included (101E).
-Various Python bugfixes from 0.86.


New in 0.83:

- New units: Close Air Support Bomber, Advanced Jet Fighter, Stealth Fighter. The Jet fighter in-game represents 3rd generation fighters, like the Mig-21, the F4 and F5 and others. Graphically, most of these are represented by the existing units from Wolf's mod. The Advanced Jet Fighter is 4.5 generation fighters, i.e. what most countries use today. F-15, F-16, Mig-29, the Eurofighter and Su-27 represent these.

- New Technology: Jet Propulsion. Introduced to allow for a longer progression of air units. Air units now transition from biplanes->propeller planes->jet aircraft. For the fighters, this means that it's Early Flyer -> Early Fighter -> Fighter -> Jet Fighter -> Advanced Jet Fighter. For bombers, it's Early Bomber -> Bomber -> Jet Bomber. The Light Bomber can upgrade to either Jet Fighter or Close Air Support Bomber. Check out the tech tree in-game. Nothing can upgrade to either the Stealth Bomber or Stealth Fighter. You need to build these units from scratch!

- The air units have been grouped into Jet Aircraft and simply Air Units.

Most of the graphics of the above two points are from the Modern Warfare Mod! Thanks to Snafusmith and others who contributed.

- New Air Combat routine to better handle all the new units. It's pretty advanced. Suffice to say that the combat results are realistic, while still keeping to the spirit of the game. Read more below!

- Introduced the extra sea damage from air units from the Air Forces mod. This is to add greater variety to the air units. Air units with iAirCombatLimit of 70 and above will be lethal to ships, while keeping the limit of 70 against other targets.

- Randomized Invisibility by NP300. This one is totally awesome! Units that can see invisible units has a chance to spot, and it's not 100%. Some XML variables in the GlobalDefinesAlt have been introduced to control this. Also, there are now two different kinds of invisibility for subs, so that nuclear powered subs are more stealthy.

- Culturally Linked Starts by Jean Elcard. It's an option for custom games at the bottom of the options panel. Civ's with similar historical starting locations will begin the game near each other, but not in a predictable direction from you.

- Now supports Wolfshanze 2.84, except movies and sounds (to keep download below CF's 10 MB limit). I have intentionally left out the water planes and the UAV.

- Integrated Better AI 0.37, which also includes Solver's 0.19 Unofficial Patch.

- Supports up to 40 civ games by default.


New in 0.80:

-Now supports Beyond the Sword 3.17.
-Now supports Wolfshanze 2.83, except movies and sounds (to keep download below CF's 10 MB limit). I have intentionally left out the water planes and the UAV.
-Now supports Dale's Combat Mod 1.7.
-Integrated Better AI 0.36, which also includes Solver's 0.19 Unofficial Patch.
-The Barbarian ships have been removed, as 3.17 does a fine job of this on it's own.
-Supports 36 civ games by default.
-Giant Earth Map (GEM) by Armandeus, based on Genghis Kai's map. It a real beauty!!!


New in 0.74:

-Now supports Wolfshanze 2.73, except movies and sounds.
-Updated with Bhruic's Unofficial Patch, 1.21.
-Includes a new interception routine for the AA unit. It will now damage incoming aircraft, but cannot turn them away. The new interception routine also affects normal aircraft, so XML values have been adjusted to compensate. Biplanes can no longer intercept jet bombers! Please provide feedback!
-Includes four "new" barbarian naval units. You will now actually see barbarian ships spawn in the oceans! This is purely an XML modded feature, and please provide feedback!
-Killed two different crashbugs.

New in 0.60:

-Now supports Wolfshanze 2.69 graphics, including three new leaders.
-Updated with DCM 1.5, including the revised Manhattan Project.
-Added Influence Driven War by moctezuma. When winning combats, pillaging or taking cities, your culture will spread to the plots involved with each victory. It is thus possible to win territory, without actually taking cities! I have left out the city resistance part, since I already have the Partisan Mod, which I prefer. Please note that none of the special combat features of DCM give this culture bonus, ONLY regular land attacks, pillaging and conquering cities give this bonus. Please note: Combined Arms Stack Attack does NOT give this bonus. I haven't figured out how to merge those two functions...
-Added Specialist Stacker by Johny.
-Tweaked the population reduction effects from Dale's Air Bombing. The population cannot be bombed below 6.
-Added support for 34 civs by popular demand.

New in 0.51:

-Now supports Wolfshanze 2.68
-Added the Pirates Mod. The few barbarian ships that DO spawn, will now hold some land units which will land and plunder. Also, this feature will hopefully be used in later events.
-Added the Inquisition Mod (without Limited Religions). You can now remove all non-state religions from your cities.
-Tweaked the AA-unit. Base interception is now 15%, and the units are immobile (zero movement).
-Modified the population reduction effects from Dale's Air Bombing. The population cannot be bombed below 8.
-Added the REDUCED_MAX_AIR_DAMAGE_FROM_PLOT from the Air Forces Mod from Gedemon/The Lopez. The change means that terrain and/or city defense is now taken into account when the max damage from air attacks is calculated. It follows this formula:

Spoiler :
iAirCombatLimit - (REDUCED_MAX_AIR_DAMAGE_FROM_PLOT / 100 * Terrain Defense Modifier) = Max Damage


Example:
Say you are attacking a unit in the open. The defense from open terrain is zero, so there's no change. The maximum damage you can dish out is limited to the aircraft model. In Merged Mod and Wolfshanze, the Jet Fighter and Light Bombers can kill units entirely, because they have the variable iAirCombatLimit set to 100, which means the maximum damage is 100%. Now, if you're attacking a unit in a forested plain, there's a 50% defense modifier. The maximum damage you can inflict over several bombing runs is now calculated (still using the Jet Fighter as an example) as 100% - (40/100 * 50%) = 80%. So if a unit is hiding in terrain, which gives it coverage, it can no longer be wiped out by the Light Bomber or Jet Fighter! The value of 40 is a default variable, declared in GlobalDefines.xml. Most bombers have had their iAirCombatLimit values increased a little to balance this new feature.

Air missions and aircraft in Merged Mod:
Spoiler :


New in 0.4:

-Updated to match Wolf's 2.65 (should also work with 2.66).
-Airships do not require Oil, as per the vanilla BtS.
-The airmissions from DCM become available as airunits become more advanced.
-Two new units: Anti-Aircraft Gun and Anti-Tank Gun, borrowed from the Road to War mod. They are available with Artillery and Industrialism, and do not require any resources to build. Both units are defensive, but should not be much trouble for infantry or artillery to take out. They are intended to bite back against their natural adversaries, though! Please give feedback on these two units! :)

Screenshots of the two new units:
Anti Air Gun - Note that it also gains 50% against air, it's just listed below the helicopter bonus.
Anti Tank Gun

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New in 0.31:

-Updated the MM to match Wolfshanze's 2.63. You need to download his most recent version to get the correct wolfshanze.fpk file.

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New in 0.3:

-New DLL, which finally incorporates all of Bhruic's 1.11 changes.
-Adjusted bombardment range and accuracy for some of Wolfshanze's ships.

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New in 0.2:

-Ranged bombardment now works, for both siege and naval units.
-All airbomb missions from DCM works.
-Fighter engage missions also works.
-The Enola Gay has been added back in. It is available with Fission and Air Superiority.
-The bugs relating to specific models from Wolfshanze's mod have been fixed.
-Archery bombardment has been made less effective (I hope).
-Horse Archers (Horsemen) cannot bombard.

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Installation:
Please read these instructions carefully!

1. Download the Merged Mod from the link at the top of this page.
2. Extract the archive, including subfolders, to your \CIV\Beyond the Sword\Mods folder. IMPORTANT: Directory name must be Merged Mod 1.20!
3. Download the Wolfshanze file, and copy the wolfshanze.fpk into the Merged Mod\Assets folder. This is essential - that .fpk file holds all the new graphics! Without it, a lot of units will appear as red domes, and choosing the new civ leaders will cause the game to crash.
4. If you want the movies and sounds from Wolfshanze's mod (purely optional, the game will run fine without them), copy these two directories:
\CIV\Beyond the Sword\Mods\Wolfshanze\Assets\Art\Movies
\CIV\Beyond the Sword\Mods\Wolfshanze\Assets\sounds
Copy them to the similar locations in the Merged Mod 1.XX folder, and click 'Yes' to any write-over prompts.


Any feedback is welcome!

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I've used Notepad++ and WinMerge for this job, and if you want to get into mod-merging, I suggest you take a look at these little gems. ;)


For modders: Source files download
 

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I've wanted someone to do this for a while...

Will a Wolfshanze update convert automatically to this mod the same way, or you will have to update along with Wolfshanze?
 
Hi arstal

The answer is: It depends. It depends on what Wolfshanze decides to update. If there are only graphical updates, I'd assume that you could just replace the wolfshanze.fpk file. If there are new units and other stuff, a new build will be required.

I've waited on doing this, both until Dale had completed his DCM (I wanted to get CASA included), and also until Wolfshanze seemed satisfied with his mod. So the DCM is at version 1.3, and Wolfshanze's mod is at 2.6.
 
Cant wait to give it a try. I like Wolfshanze mod a lot and I have to say that I also missed partisans since Civ2 so it might be a good idea to bring them back :goodjob:
 
Actually I have a few more questions regardign the mod you combined:

- can we still add/remove features from the combat mod (like archer bombardment etc)
- if I have Wolfshanze mod instaleld already do I just add other files on top of it to make it work?
- can we disable/enable partisans before starting the campaign?
 
Actually I have a few more questions regardign the mod you combined:

- can we still add/remove features from the combat mod (like archer bombardment etc)
- if I have Wolfshanze mod instaleld already do I just add other files on top of it to make it work?
- can we disable/enable partisans before starting the campaign?


Thanks for your interest! :)

1. Yes, as per Dale's own instructions, you can still switch his features on or off.
2. No, I would strongly suggest that you create a separate library for this combination. That also means keeping a duplicate of the 275 MB .fpk file on your hard drive.
3. No, the partisans are not easily switched on or off. I wouldn't know how to do it, other than recreating this combination without the partisan component.

This is my first attempt at modding anything in CIV4. I'm not a programmer, but I'm just very good with handling complex data and using logic. ;) It's basically an exercise in identifying what parts to edit, what parts to keep and what parts to add.

By the way, this mod uses the GameCoreDLL from Dale's mod.
 
SO to install it you would need BTS patched to 3.13 then install Combat mod and Partisan mod in the same folder (?) and where do you put the dll file and that Wolfshanze file?

I will give it a try tonight as it sounds VERY promising!
 
Just so you all know, this has my blessings.

Oh... and I may never be "satisfied" with my mod... I'm always tinkering... but v2.6 is a pretty good one! I have a new update in the oven... changing the HRE to the Austrian Empire.

Oh, and even if all I do is nothing more then a graphical update, there will still need to be some XML changes (more then just a FPK update)... as ANY graphical update I do usually involves at least a change in the unitart.xml and civart.xml files.

Good combination though.
 
SO to install it you would need BTS patched to 3.13 then install Combat mod and Partisan mod in the same folder (?) and where do you put the dll file and that Wolfshanze file?

I will give it a try tonight as it sounds VERY promising!

No, no, no! :) It's much easier than that. First, you need BTS patched to 3.13. Then you just need to unzip my download into a new folder (mine is just called Merged Mod) in the Mod directory of BTS. All files should unzip into the proper directories. Then, copy wolfshanze.fpk from his mod (from that mod's assets folder) straight into the assets directory of the Merged Mod directory. Launch the game, go 'Advanced' and select 'Load a mod'. In the list you'll see the Merged Mod. You're then good to go! :goodjob:
 
Just so you all know, this has my blessings.

Oh... and I may never be "satisfied" with my mod... I'm always tinkering... but v2.6 is a pretty good one! I have a new update in the oven... changing the HRE to the Austrian Empire.

Oh, and even if all I do is nothing more then a graphical update, there will still need to be some XML changes (more then just a FPK update)... as ANY graphical update I do usually involves at least a change in the unitart.xml and civart.xml files.

Good combination though.

Thank you for the ok, Wolf! :)
 
No, no, no! :) It's much easier than that. First, you need BTS patched to 3.13. Then you just need to unzip my download into a new folder (mine is just called Merged Mod) in the Mod directory of BTS. All files should unzip into the proper directories. Then, copy wolfshanze.fpk from his mod (from that mod's assets folder) straight into the assets directory of the Merged Mod directory. Launch the game, go 'Advanced' and select 'Load a mod'. In the list you'll see the Merged Mod. You're then good to go! :goodjob:

hehehe, thats what I meant - I just didnt say that clearly enough haha.
Do I have to manually replace the core.dll or is it done automatically?

Apreciate your help - in return I will play your mod and hunt the bugs all evening long tonight haha:crazyeye:
 
It's all auto, except for that monster .fpk file! :) Thanks for the help, happy hunting! I hope you don't have too many issues! ;)
 
Ok, seeing that you dont have the time to test your mod I have done it for you last night :lol: got to modern times on epic speed without any major problems.
The game plays really well and as soon as I start next war I will be able to test everythign else I havent done so far (ranged bombardment/bombing missions/partisans) Now the game did crash once but I was able to reload it using the save from same trun so I guess it was just something random rather than error in your work :goodjob:

Now, a few things I had to ask as I have never played Dale's combat mod so I am unsure if the issues are from his mod or maybe yours:
- wonders/buildings/specialists dont show culture bonus? Although I am quite sure they still provide it.
- courthhoue doesnt provide spying bonus anymore?(used to be +2)
- is archer bombardment is supposed to destroy forrest/jungle ? I gotta admit helped me out a bit before I got iron working and had to clear a few squares haha:confused:

So in general GREAT JOB, no errors, no CTDs, pure fun :)

P.S: Would you consider releasing a version with Enola Gay in it? (maybe as optional unit or something)
 
Hey, thanks a lot, Krysiak! :goodjob: I don't have that much time to devote to computing these days, so it might be a while before I get a chance myself to try these mods out. So your testing is much appreciated!

On to your questions:
1. I think this a CVGameCore.dll issue. DCM will not work without the .dll that Dale programmed, but I'm not sure if he's included Bhruic's unofficial patch? I just raced through the DCM thread, and there's no mention of whether or not he's based his DCM on 3.13 clean, or 3.13 plus Bhruic's work.

2. The same as above. Brhuic's patch fixed display issues with both espionage and culture values for building popups. Try checking the city screen, that should show the correct values by the buildings on the left side of the screen.

3. This must be an issue with DCM. I would suggest turning archery barrage off (I know I will be doing that anyways), or maybe test it using a clean download of DCM. If that bug persists, you should notify Dale.

4. On that nukebomber: I'll look into it. I know that Wolfshanze has adjusted the technologies around flight slightly, and the nukebomber might have to be tinkered with so it works as Dale intended it to. And I don't know how to make a unit optional, other than keeping two separate unit files, so it's either in or not. :)
 
Well for now everything works Like a dream so no need to modify anything but I will keep you updated if I find any bugs. I hope you will update the mod sooner or later as in the past I wasnt able to play game without Wolfshanze mod - now I cant imagine playing without Dale's mod and Wolfshanze hehe!
Anyways I saw that Dale' is planning something special for his next version so maybe it would be worth waiting a few weeks before adding anything - knowing his work to date it will be worth the wait :goodjob:

Thanks for putting it together - it adds a lot to Civ4 and will keep many of us happy untill civ5 is out :lol:
 
You're more than welcome! :)

Yeah, I saw Dale's little appetizer, so I probably won't mess with anything for now. I've posted a question over in his thread to clear up the mystery of culture/espionage. I know Wolf included Bhruic's mod in his mod, and I would really like to get a fix for this. I don't know how to tear the .dll apart, or I would just fix it myself! ;)
 
The issues with buildings not displaying culture properly are indeed directly linked to Bhruics fixes... which are obviously NOT included in Dale's Gamecore.DLL file... I would also suspect the 34-Civ options found in LtBob's DLL which I use are also not in Dale's Combat Mod, so, once again, I would suspect this feature of the Wolfshanze Mod would also not be in this merged mod.

I suspect Dale's Combat Mod DLL doesn't include either Bhruic's or LtBob's fixes, so the gamescreen and gameplay enhancements from Bhruic, along with the 34-Civs and the Nuclear Fallout options found in the Wolfshanze Mod are all missing in this merged mod, because you're basically choosing the Dale Combat mod enhancements over the enhancements found in LtBob and Bhruic's patches.
 
Right. What sort of applications do I need to open up those .dll's? I might give it a shot to cut and paste from Bhruic's patch, if it's not overly complicated... I do want to include the best feature from both features.
 
Darn. I've done a bit of testing tonight, and it looks like there are some of the airbombing missions which don't apply to the units which require them... I'll have to look more into this.
 
Darn. I've done a bit of testing tonight, and it looks like there are some of the airbombing missions which don't apply to the units which require them... I'll have to look more into this.


Yup I was about to say that there seem to be quite a few problems in the modern era (unfortunately) no bombing missions are available on the planes except for the one to destroy units 9even the one for destroying fortifications is gone) plus there seem to be some problems with bombing using fighters.
Also there is no ranged bombardment on ships and artillery.

On the good side opportunity attacks work fine, and partisans work fien as well - and they are mean as hell :sad:
I wonder if the problems with bombing missions are caused by the dll?
 
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