[BtS] Merged Mod

*To the comment above about adding Next War to Wolfshanze or Merged Mod, please don't. ...

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 was fooling around last night with some concepts, and I might include some of them in the next version (not imminently due, mind you). It's by far similar to Next War, and certainly won't include any assault mechs or anything like that. I'm thinking about having an extra fourth generation of aircraft - so there'd be WWI, WWII, Cold War and present day airframes. This also gives some interesting choices for upgrading the light bomber. I also agree that Stealth Bombers should not become common, so I'll probably drop the upgrade from Jet Bombers to Stealth Bombers, and increase their cost. This means that if you research Stealth, you will have to build the SB's from scratch, you can't just upgrade your whole bomber fleet to those badboys.
 
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).

I'll have to look into that. I've had no issues in testing with the Inquisitors not working, and I'm pretty sure I don't have any python errors.
 
I'll have to look into that. I've had no issues in testing with the Inquisitors not working, and I'm pretty sure I don't have any python errors.

Have you been able to get them to wipe out non-state religions in a city? I wasn't able to until I made that change in pyhelpers. Everything seemed to be working otherwise, I could build the unit and I'd get the button and so forth, it would just fail every time (went into WorldBuilder and gave myself 30 inquisitors at one point!). So you might not really notice in the game if it isn't working, until you begin to see that the inquisitors always fail. Likewise it won't show up in the python error log if you're not actually using inquisitors.

On a related note, since the missing code is related to the change in AI attitude from religious persecution of their state religion, have you noticed if, when you do a succesful persecution, the AI attitude is impacted? I assume we've both got the exact same files as I downloaded v0.80 just a couple of days ago.

After I managed to get that working I also noticed that religious victory wasn't working, I had 76% religious influence but no victory.
 
frekk, I just thoroughly tested the Inquisitor, and it worked. I had placed 4 religions in a city in WB, and changed my state religion to one of them. It took three attempts, but it removed three of them in the end. No python errors. And I've checked the download, the files are identical (but I didn't install and test it, granted...).

You haven't installed anything on top of the mod, have you?

The CIV4VictoryInfo says 75%, I don't think I need to edit anything else, do I?
 
frekk, I just thoroughly tested the Inquisitor, and it worked. I had placed 4 religions in a city in WB, and changed my state religion to one of them. It took three attempts, but it removed three of them in the end. No python errors. And I've checked the download, the files are identical (but I didn't install and test it, granted...).

You haven't installed anything on top of the mod, have you?

The CIV4VictoryInfo says 75%, I don't think I need to edit anything else, do I?

I think I may have installed wrong - I applied MM on top of Wolfshanze, replacing Wolfshanze files, rather than just bringing the Wolfshanze fpk over to MM. This must be the problem, but I'm still curious as to whether the AI attitude hit for persecution is working.
 
On a related note, since the missing code is related to the change in AI attitude from religious persecution of their state religion, have you noticed if, when you do a succesful persecution, the AI attitude is impacted? I assume we've both got the exact same files as I downloaded v0.80 just a couple of days ago.

Actually, I don think the AI penalty will work in MM 0.80, and this python error most likely won't show up in a WB test, either, since a second CIV needs to have the purged religion as a state religion. I've always just tested the inquisitors in a single city right at the game start, before the game has even passed one turn. This part must be broken in the current version. What is the code snippet that needs to be inserted in Pyhelpers.py?

Good catch, frekk! :)
 
You'll find that snippet in Gods of Old. I seem to have it working (purely accidental discovery! If I hadn't installed wrong, I never would have noticed!)

To this part in pyhelpers:

# AI
def AI_getAttitude(self, iTeam):
return self.player.AI_getAttitude(iTeam)

GoO adds this line:

def AI_changeAttitude(self, iPlayer, amount):
return self.player.AI_changeAttitudeExtra(iPlayer, amount)

and then the code that calls that function is already present in your other python.
 
Thanks, I've added the lines, and it will be fixed for the next release. :)
 
looking forward to your next release, i think that 4th gen aircraft idea is great btw.
 
looking forward to your next release, i think that 4th gen aircraft idea is great btw.

I agree, but what about stealth fighter like the Raptor, JSF, and others that are considered Gen 5? Could you also make Light Bombers turn into CAS aircraft like the A-10 as the next step in progression?
 
I agree, but what about stealth fighter like the Raptor, JSF, and others that are considered Gen 5? Could you also make Light Bombers turn into CAS aircraft like the A-10 as the next step in progression?

I have the Raptor along with Stealth too. My plan at the moment is to let the light bomber upgrade to a Close Air Support (CAS) Bomber (A-10, SU-25 or SU-7) or Jet Fighter. The CAS Bomber cannot be based on carriers, whereas the Jet Fighter can. The Jet Fighter will then upgrade to an Advanced Jet Fighter (present day fighters like F-16, F-18, MIG-29, SU-30, although there are so many to choose from! :lol:), and the CAS will upgrade to ... the Gunship. Nothing can upgrade to the Stealth aircraft, and neither the Bomber nor Fighter will be able to ride on carriers. Stealth aircraft will thus be able to co-exist (and will also be more expensive).

I'm still working out the exact stats for the airplanes. It's rather tricky to get it right. I'm not convinced yet that the aircombat model I've designed will accomodate the stealth fighter.
 
Good call on not letting anything upgrade into a stealth variant, that's always been mind-boggling about vanilla civ.
I still like my idea of adding in the national wonder of Skunk Works with a great engineer or scientist and having that unlock stealth aircraft. To compensate for the civs that may not get them you can simply make stealth aircraft have less firepower in exchange for their increased evasion.

I'm sure you have your plate full with the aircraft atm, but I was wondering if you'd given any thought to transport helis and ground transports such as Strykers combined with a modern (non-mechanized) infantry unit.
 
The AI won't know how to use them, so I'm not going to implement transports. I am thinking about having a Modern Infantry, though, with Composites. :)
 
Is the attidue face thing not working for anyone?

nm its working now, wasn't working last night weird
 
I have the Raptor along with Stealth too. My plan at the moment is to let the light bomber upgrade to a Close Air Support (CAS) Bomber (A-10, SU-25 or SU-7) or Jet Fighter. The CAS Bomber cannot be based on carriers, whereas the Jet Fighter can. The Jet Fighter will then upgrade to an Advanced Jet Fighter (present day fighters like F-16, F-18, MIG-29, SU-30, although there are so many to choose from! :lol:), and the CAS will upgrade to ... the Gunship. Nothing can upgrade to the Stealth aircraft, and neither the Bomber nor Fighter will be able to ride on carriers. Stealth aircraft will thus be able to co-exist (and will also be more expensive).

I'm still working out the exact stats for the airplanes. It's rather tricky to get it right. I'm not convinced yet that the aircombat model I've designed will accomodate the stealth fighter.

CAS aircraft should not have to upgrade to Gunships (AC-130 and the like). Such aircraft are too easy to shoot down when compared to regular CAS aircraft. Perhaps you should include both, with CAS doing normal damage with normal evasivness and the Gunships wielding tremendous firepower but being very easy to shoot down by other planes. Stealth Aircraft should have comparable classes to standard aircraft (A-10=F-117, B-52=B-2, F-15=F-22, etc.) and would be more expensive (by a wide margin) but carry similar firepower. A stealth fighter varient should be carrier-based, since the Navy is currently planning to house JSFs on carriers and F-22s have been featured as carrier fighters in fiction. Transport helicopters and APC-like vehicles would definitly be welcome (the AI would know how to use them if they treated them like sea transports), as would Tarawa-style assult ships that I described on the Wolfshanze Mod thread.
 
I'm talking about the Gunship in the game... the helicopter. Like the Apache, KA-50, etc... The F117 won't be in, and the F-22 won't go on carriers. :p
 
I'm talking about the Gunship in the game... the helicopter. Like the Apache, KA-50, etc... The F117 won't be in, and the F-22 won't go on carriers. :p

That is confusing. Why would an A-10 be "upgraded" into a helicopter? :confused:
The AC-130 would make a great addition, though...:ar15: OWNED!!!
As for the Stealth aircraft, why not have the F-117 as a first generation stealth bomber; and the JSF should be based on carriers.
 
It's not confusing to me. Choppers are taking over the role of CAS bombers. The Gunship will of course be an improvement over the CAS bomber in-game. Also, you have to remember that the A-10 is really an uber-weapon, compared to other CAS aircraft.
 
Hi Ninja, I have been meaning to message for a while about your combined mod v0.80, but I was caught up with work. I found your mod to crash on April 1984 (or the year before). It happened on two difference occassions, both times I was playing the Greeks. It is certainly not an issue of my computer's capacity. I thought you would like to be made aware of this problem, as it may point out to a bug somewhere hidden.

Has anyone else experienced any similar problems? Wolfshanze's mod seems to run fine when I load it up as a stand-alone.
 
Do you have a save game I could take a look at? And what do you mean by "April" 1984?
 
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