[BtS] Merged Mod

Warning: If I drop off the face of the earth all of a sudden, that will be because I am becoming father of twins very soon... I have a 2-year old daughter already, so I'll be busy!!! :D

Congratulations !!
 
I'm beginning to like this building idea. For once, Wolfshanze, I agree with you :p, that AA shouldn't litter the countryside, but be restricted to cities. I am really busy these days with RL, but I hope to have some time during the week to look into this.
Whatd'ya mean "for-once you agree with me?" I thought the merged-mod was about 90% based on the Wolfshanze mod! Sure, we've disagreed on the AA thing to-date, but I view that as one issue... surely we agree on more then we disagree on! If you agreed with 100% of everything I think, I'd worry about you!

Warning: If I drop off the face of the earth all of a sudden, that will be because I am becoming father of twins very soon... I have a 2-year old daughter already, so I'll be busy!!! :D
Congrats man... ain't parenting great? I waited till I retired from the military to start a family, so I have some young ones running around myself.
 
Dale mentioned that RtW does that, and I checked last night. He's correct, in RtW, bombers are damaged while doing runs, but the missions are not aborted. I can't find the source code anywhere for RtW, though, so I was unable to look in the code.

One nice thing about Gedemons mod, I think, is the way that terrain works as modifiers for bomb damage. So units which are in the open will be more vulnerable than units in forests, hills or cities.
 
Whatd'ya mean "for-once you agree with me?" I thought the merged-mod was about 90% based on the Wolfshanze mod! Sure, we've disagreed on the AA thing to-date, but I view that as one issue... surely we agree on more then we disagree on! If you agreed with 100% of everything I think, I'd worry about you!

;)

Congrats man... ain't parenting great? I waited till I retired from the military to start a family, so I have some young ones running around myself.

Thanks! (to mice as well!) :) Yeah, it's loads of fun. My twins are boys, so in about a decade or so I'll need to set up a small permanent gaming network at home! Gonna be great! :D
 
Now, someone needs to figure out a way to move that code into the Epic game, and a solution can be made that will satisfy everyone.
 
I don't suppose you could include the source files for the SDK changes, could you? I'd like to include some other SDK mods (Pirates, Water Animals, J's Improved Cultural Borders, etc) to the mod.

I spent a little time yesterday, and added the Pirates Mod to the mix. How did you test to see if it works as intended? Will the Raging Barbarians setting affect the number of pirates? :confused: I played +200 turns without seeing a pirate ship. This was on a duel map with only two civs, though, and Raging Barbs was off.
 
Thanks. It works as it should! :)
 
Any feedback is welcome!

Well, here you go:

-Adjusted bombardment range and accuracy for some of Wolfshanze's ships.

Why?

-Horse Archers (Horsemen) cannot bombard.

Again: why? Shooting and withdrawing is basically what Parthian tactics were all about.

The mod is good to go - however, you unfortunately still need to download Wolfshanze's mod to grab the huge 275MB .fpk file. That keeps this mod download to a modest 5 MB.

You should call this Almost Merged Mod then. (Having to DL one mod just to be able to use another isn't what I'd call merging.)
 
Bombardment ranges were adjusted, because I didn't know the difference between a pre-dreadnought, protected cruiser or a galleon! :D The first attempt simply had some rough numbers in it, and with guidance from Wolfshanze I adjusted those values better to reflect history.

The Parthian Shot has nothing to do with bombardments in the game. And even it had been, it would be a little ridiculous to allow ALL horsemen this ability, and not just parthians.

If CFC allowed huge uploads, I'd consider including Wolfs' .fpk-file. Since 10 MB is the limit, I felt this was a reasonable solution.

Thanks for the feedback, though! :)
 
Dale mentioned that RtW does that, and I checked last night. He's correct, in RtW, bombers are damaged while doing runs, but the missions are not aborted. I can't find the source code anywhere for RtW, though, so I was unable to look in the code.

One nice thing about Gedemons mod, I think, is the way that terrain works as modifiers for bomb damage. So units which are in the open will be more vulnerable than units in forests, hills or cities.

The code for RtW will be out soon, so no need to worry there. :)
 
If CFC allowed huge uploads, I'd consider including Wolfs' .fpk-file. Since 10 MB is the limit, I felt this was a reasonable solution.
You could use FileFront which is FREE and UNLIMITED. It's what I use too.
 
Well, with my upload speed, 275 MB takes close to 5 hours, given perfect upload conditions. I couldn't really be bothered, unless it really bothers someone else! :D
 
Alternate download for the.fpk file added, see first post.
 
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