[BtS] Merged Mod

I honestly have no idea what an fpk. is and looked through wolfshanse's mod. Any help will be appreciated.
 
If you check the Assets folder, it should be there. Just copy it to the same location in Merged Mod/Assets.;)

@Ninja2: Will you be updating to Wolf's current version (and, if so any ETA on that)?
 
@Ninja2: Will you be updating to Wolf's current version (and, if so any ETA on that)?
He just stated he re-updated v0.80 to work with Wolfshanze Mod v2.83.
 
Let me rephrase then: Wolfshanze, will you be updating any time soon (and, if so, any ETA on that)? I'm asking because I started a scenario for Merged Mod, but with all this updating it's hard to get a working version ready for the current mod version.:crazyeye:
 
Let me rephrase then: Wolfshanze, will you be updating any time soon (and, if so, any ETA on that)? I'm asking because I started a scenario for Merged Mod, but with all this updating it's hard to get a working version ready for the current mod version.:crazyeye:
Well, a scenario shouldn't matter... what version you use unless it's earth shattering changes to the mod... v2.83 was nearly identical to v2.82 short of adding new flavor models.

There will be a v2.84 at some point, but I try to only release new versions for one of two reasons:

1) I have a TON of new stuff (units/game changes/etc) to put-out
2) I need to squash a bug (the more major, the more likely it would be sooner then later).

I don't foresee either of the above two happening anytime soon.
 
A couple things.

I get a "Memory Allocation Error" like EVERY TIME I play, which happens ALOT faster as the game progresses. (I'm in the 1900's now and it does it every 20 minutes or so)....is there any way to stop that?!

Also, mainly at Wolfshanze.....(first off, your mod is the only way I play Civ4 now...love it)

1) Any plans to add the Next War stuff in? It's not the BEST stuff in the world, but since they exist, i'd like to see them in. Extends research and such just a touch longer.

2) One thing that has bugged me forever.....why the odd limitation on the carriers? Could you make so that you could put a better variety of things on the carrier? It just seems REALLY odd to research into jet/stealth aircraft and have these modern carriers....and then have to use WWII era craft on it. Why can't I put Jet Bombers on the supercarrier?!

3) Somebody...I forget who but i'm sure you'd know, made some *AWESOME* World War 1 units. You seem to pretty much skip over that, although quite frankly i'd like to see them rather than some of the Infantry units you have in there. I know this going out there a bit, but i'd kind of like to see some renaming/reskinning of Infantry....Musketeers and Riflemen stay the same, but then change a bit after that....instead of the normal flow to Infantry/SAM Infantry-Marine/Mech. Infantry, i'd like to see "Infantry" stay the same but be modeled in a WW1/Interwar style, have the upgrade path replace "Marine" with a WW2/post-war modeled unit ("GI" is the best name I can think of...there might be a better one), and then take what normally be the Marine graphic and remove the "Mech. Infantry" and make "Modern Infantry". I've always hated the "Mech. Infantry" unit....if it's gonna be there, it should be a seperate unit under the armor category.

I know the expanded Infantry thing could be problematic with some of the civs, but I think it would add alot.
 
Also, mainly at Wolfshanze.....(first off, your mod is the only way I play Civ4 now...love it)

1) Any plans to add the Next War stuff in? It's not the BEST stuff in the world, but since they exist, i'd like to see them in. Extends research and such just a touch longer.
Not really... the Wolfshanze Mod will remain a "light" mod... mostly better unit skins/models and a few new units with minor gameplay tweaks... more "heavy" gameplay changes and major mod-combining I'll leave to other modders like Ninja and anyone else who'd like to Merge the Wolfshanze Mod with other mods out there.


2) One thing that has bugged me forever.....why the odd limitation on the carriers? Could you make so that you could put a better variety of things on the carrier? It just seems REALLY odd to research into jet/stealth aircraft and have these modern carriers....and then have to use WWII era craft on it. Why can't I put Jet Bombers on the supercarrier?!
You can put Jet Bombers on Supercarriers... they're just called Multi-Role Strike Fighters (Jet Fighters)... Don't let the "fighter" name fool you, the multi-role strike fighters in the Wolfshanze Mod are just as deadly and a whole lot more then the Light Bombers from WWII. Modern Jets like the F/A-18 have fully combined and replaced the old light-bomber/fighter role of earlier generations of aircraft. Try doing strikes with the Jet fighters... they're more deadly both to ground and naval units then WWII Light Bombers were. Also the "Jet Bombers" in Civ4 are considered "too-large" for Carrier Operations anyways (you certainly won't see any B-52s taking-off from Carriers anytime soon). Try the Jet Fighters in the Bomber role (both against ground and naval)... you'll find them far more effective then either of their WWII counterparts.


3) Somebody...I forget who but i'm sure you'd know, made some *AWESOME* World War 1 units. You seem to pretty much skip over that, although quite frankly i'd like to see them rather than some of the Infantry units you have in there.
I have a lot of WWI fighters and bombers in the Wolfshanze Mod... I'm not sure if the tech paths between in the Wolfshanze Mod carried-over exactly as-is in the Merged Mod, but it's impossible to get to WWII aircraft without first going through WWI aircraft in the Wolfshanze Mod... how long you stay in WWI aircraft tech zones really depends on your research strategy, but there's a lot of custom WWI aircraft in the Wolfshanze Mod. (most of the WWI aircraft models come from Snafu BTW).


I know this going out there a bit, but i'd kind of like to see some renaming/reskinning of Infantry....Musketeers and Riflemen stay the same, but then change a bit after that....instead of the normal flow to Infantry/SAM Infantry-Marine/Mech. Infantry, i'd like to see "Infantry" stay the same but be modeled in a WW1/Interwar style, have the upgrade path replace "Marine" with a WW2/post-war modeled unit ("GI" is the best name I can think of...there might be a better one), and then take what normally be the Marine graphic and remove the "Mech. Infantry" and make "Modern Infantry". I've always hated the "Mech. Infantry" unit....if it's gonna be there, it should be a seperate unit under the armor category.

I know the expanded Infantry thing could be problematic with some of the civs, but I think it would add alot.
At the moment I don't have any major plans for shaking-up the infantry categories... at some point down the road, I may make a "WWII-era" mechanized/motorized infantry class... but not something I'm really doing this second.
 
"If you check the Assets folder, it should be there. Just copy it to the same location in Merged Mod/Assets"

Thanks. I actually figured it out, but I still feel like a moron. Are there smilies with a dunce cap.
 
dunce.gif
 
A couple things.

I get a "Memory Allocation Error" like EVERY TIME I play, which happens ALOT faster as the game progresses. (I'm in the 1900's now and it does it every 20 minutes or so)....is there any way to stop that?!

If you scroll down a bit in this post, there's some links to threads with advice to solve this. I haven't read any of it, as I don't get that failure. But I think it's a sign that you need to upgrade your hardware! ;)

I'm not sure if the tech paths between in the Wolfshanze Mod carried-over exactly as-is in the Merged Mod

Almost, but not entirely. I think I still have that shortcut where you can skip the WWI ships to go to WWII ships (something about artillery, as I recall), I just never got around to dealing with it. But for aircraft, there should be no difference between Wolfshanze and Merged Mod.
 
I agree with ladiesman, and I'm pretty sure a lot of people agree (especially those who played Snafu's Modern Warfare (MW) for Warlods) that modern units are a bit limited. I mean, not all military organizations make a transition from "Infantry" to "Mechanized Infantry". "Modern Infantry" (like the one on MW) is quite desirable, specially when combined with APCs and transport helicopters. Another very cool and sensible feature from MW were transport aircraft (with WWII and modern types available). Tanks couldn't be airlifted by transport aircraft (Snafu made a point on that); you had to use sea transports for that. I hope ninja and wolfschanze won't find these constant suggestions annoying...
 
Almost, but not entirely. I think I still have that shortcut where you can skip the WWI ships to go to WWII ships (something about artillery, as I recall), I just never got around to dealing with it. But for aircraft, there should be no difference between Wolfshanze and Merged Mod.
Well that's the thing... it took two or three minor tweaks to the tech tree to get the WWI/WWII techs/units where I wanted them... nothing drastic mind-you, but just some egg before the chicken stuff... without all the little tweaks I did to the tech tree there are some ways you can skip over certain WWI units to get to WWII units... or not... it all depends on your own priority in what you research... without all my tech tweaks, you can go A-B-C or just A-C (skipping B)... with all my little tweaks you do have to go A-B-C on the WWI/WWII techs/units... and yes, tweaking where Artillery fell was one of the little tweaks.

:dunno:
 
I agree with ladiesman, and I'm pretty sure a lot of people agree (especially those who played Snafu's Modern Warfare (MW) for Warlods) that modern units are a bit limited. I mean, not all military organizations make a transition from "Infantry" to "Mechanized Infantry". "Modern Infantry" (like the one on MW) is quite desirable, specially when combined with APCs and transport helicopters. Another very cool and sensible feature from MW were transport aircraft (with WWII and modern types available). Tanks couldn't be airlifted by transport aircraft (Snafu made a point on that); you had to use sea transports for that. I hope ninja and wolfschanze won't find these constant suggestions annoying...

These ideas are great! Another thing that Snafu talked about was Tarawa-like assult ships (he talked about this before he dropped the mod). I personally like this idea because it would give us a better transport unit for armor/Mechanized/Modern Infantry across the ocean and a way to support troops that have just landed. Taking MW concepts and bringing them to BtS mods would make these mods so much more enjoyable.

I also hope that the modders (especialy Wolfschanze) don't find my constant comments annyoing, too...

P.S. I installed the mod and followed the instructions, but it is identical to standard BtS. Whats the deal???
 
These ideas are great! Another thing that Snafu talked about was Tarawa-like assult ships (he talked about this before he dropped the mod). I personally like this idea because it would give us a better transport unit for armor/Mechanized/Modern Infantry across the ocean and a way to support troops that have just landed. Taking MW concepts and bringing them to BtS mods would make these mods so much more enjoyable.

I also hope that the modders (especialy Wolfschanze) don't find my constant comments annyoing, too...

P.S. I installed the mod and followed the instructions, but it is identical to standard BtS. Whats the deal???

Suggestions are always welcome, even if they've been suggested before! At least, I don't mind. However, my focus at the moment is on developing other aspects of this mod than modern units. I am not getting into graphical modding, that's not for me. I'm looking more at making changes in the dll.

About your installation problem: What do you mean it's identical to standard BtS? That's the first I've ever heard... ;) I think you probably installed it incorrectly.
 
Well that's the thing... it took two or three minor tweaks to the tech tree to get the WWI/WWII techs/units where I wanted them... nothing drastic mind-you, but just some egg before the chicken stuff... without all the little tweaks I did to the tech tree there are some ways you can skip over certain WWI units to get to WWII units... or not... it all depends on your own priority in what you research... without all my tech tweaks, you can go A-B-C or just A-C (skipping B)... with all my little tweaks you do have to go A-B-C on the WWI/WWII techs/units... and yes, tweaking where Artillery fell was one of the little tweaks.

:dunno:

Well, as you know I don't just include everything just because it's easier. I'd like to agree with what I include, and understand the reasoning behind it. When I saw your tech changes the first time, I skipped over it because I didn't really have time to consider the changes. I figured things couldn't be all out of whack, since I was going by the 'old' tech tree, and so didn't think more about it. I'll look into the changes soon... I probably need to compare some screenshots...
 
I figured things couldn't be all out of whack, since I was going by the 'old' tech tree, and so didn't think more about it. I'll look into the changes soon... I probably need to compare some screenshots...
Nothing is "all out of whack", we're talking very minor changes in the tech tree... heck, if you were to compare screenshots, I doubt you'd even find a visual difference on the chart for where they are... we're talking very minor tweaks mostly that say "you have to have tech-x before you proceed to tech-y", but nothing has really changed much as to when you'd normally get it anyways... most of my tech changes just keep you from going "crazy" on one tech branch before catching up on something else... as it was by default, you could research electricity, radios and split the atom before even figuring out what an assembly line was... if you did all that, then researched flight, you could skip over WWI aircraft for example (WWII subs were also easily bypassed by default too). I put a stop to that in the Wolfshanze Mod... but if you didn't catch all my tech tree adjustments, you may still have folks saying they can skip over whole time-frames... WWI units being the most likely victim.
 
*To the comment above about adding Next War to Wolfshanze or Merged Mod, please don't. The reason why these two mods have become my favorites is because they don't get into all that silly sci-fi content. I think the fun about civilization is playing up to and a tad bit past the current level of technology in the real world, hence why the creators never got crazy with futuristic content. Not to mention that Next War content is completely unbalanced vs civ's modern age content.

*I've played Rise of Mankind (until realizing how unbalancing Next War content is) and loved the transport helis and modern infantry units. They allow you to leapfrog ahead of an assault and seize key positions or assault cities just offshore a continent w/o having to tie up your armor and artillery in the main fight (assuming you have bomber support ofcourse).

*I was thinking about my stealth bomber post from before. Ever since Civ 4's release i've cringed at the fact that they completely take over the bomber role because it's ludicrous.
A) Stealth bombers are incredibly expensive and only 1 nation in the world has them
B) Stealth bombers carry a low payload compared to non-stealth bombers

My thought is that Stealth Bombers should then be extremely expensive to build, maybe have the same cost as a National Wonder, or only be buildable by a city with the National Wonder- Skunk Works perhaps only buildable by a great engineer. This would then re-introduce jet bombers back into the modern age and make air superiority very important. It would also make Stealth Bombers themselves more unique and not buildable by every nation in the world.
 
I think I've found another problem with the Inquisitor feature (in the latest version), and I may have solved it ... I haven't done alot of testing yet though.

OK, basically my Inquisitors weren't working - there were no crashes but they could never conduct a succesful persecution. So ... I looked in the python logs and found there was an error involving the Inquisitors:

File "CvEventManager", line 1257, in doInquisitorPersecution

AttributeError: PyPlayer instance has no attribute 'AI_changeAttitude'

So I looked in pyhelpers.py to see if there was an "AI_changeAttitude" and there was none. I looked in pyhelpers.py in the Gods of Old mod, and there IS that function in it. So I added it to the same spot in Merged Mod's pyhelpers and so far it seems to be working.

Maybe this ought to be tested and added in to the next version, if it works (provided others are experiencing the same problem).
 
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