[BtS] Merged Mod

Congrats- you're going to stay busy for a while then...
 
Has anyone else been having stab problems with this mod? I tend to crash frequently.

I did some tweaking with the text files, but I don't think jet bombers will cause problems in the classical age.
 
Yes I have crash problems, and it starts right after I hit the classical age also.
 
Doubt it's anything to do with DCM, as the last release was stable.

It could have something to do with an addition in Wolfshanze, though unlikely.

Pirates mod perhaps?
 
Hello.

I registered to let the creator know that there is something in the latest version of the mod that makes one crash to desktop somewhere along the medieval/renaissance age. I'm not sure what, but I have a save in the medieval age where if you open the saved game and then complete the turn it will crash. Every time.


Also, there seems to be a bug with Great People. When they are on a city tile they seem to cause a huge amount of frame lag and their options cannot be selected. IE: You cannot make them join as a specialist, golden age, etc.

EDIT: I fixed it to where it would not crash. I had completion of two Axemen pending on the next turn. Canceling both of them and completing the turn allowed me to proceed without a CTD. However, I allowed them to be completed two turns later (at the same time) and nothing happened. Strange.

Just gonna have to save every [other] turn now. :|

EDIT2: Also, I cannot get more than 18 civs...
 
Guys, if you can, please provide some save games where those crashes can be confirmed.
 
You know, when people report bugs, it helps A LOT if they mention what race they are playing, what they were doing, and when/where the error occured... what nation you were playing is very important, since a lot of the crashes can often be attributed to a nation-specific problem (like a bad graphic link or something to that effect).
 
Can you download ANY files from the downloads section?
 
I'm just trying this mod out for the first time today, but I wanted to chime in about influence-driven war.

I found that it worked really well in Quot Capita. Little border disputes could lead to swinging tiles. It seemed a lot like real life, and is especially useful on smaller maps/higher difficulties.

The city resistance isn't the best thing in the world IMO. It's realistic and all, but it just adds another defense bias to gameplay. Takes a few more units to break a city, and you're likely to have fewer units in the city when the counter-attack comes.

All in all, I say add it!
 
How about this latest version of Wolfshanze to 2.69

Will this great addition work or will we need a new version to get ALL Wolfshanze great mod with you super add-ons.


Also tried for the first time testing this merged-mod with more than 18 civs. CAN´T DO IT !!!!
What do I have to do ????
 
Also tried for the first time testing this merged-mod with more than 18 civs. CAN´T DO IT !!!!
What do I have to do ????
You can't... Ninja removed the ability to do 18+ civs with his mod.
 
I might have a little time over the weekend to look into integrating Wolf's new version. And regarding the +18 civs - it's not that I removed it - I just never thought to put it in. I also hear that those souped-up versions tend to be unstable. But if I can figure out how to increase to 34, I'll release a separate dll for that.

I'm not making any promises, though. Real life is keeping me very busy.
 
And regarding the +18 civs - it's not that I removed it - I just never thought to put it in. I also hear that those souped-up versions tend to be unstable. But if I can figure out how to increase to 34, I'll release a separate dll for that.
Actually, it was a willful choice. I do remember mentioning to you the 34-civ DLL, but for you, it was a choice between the 34-Civ DLL or the Dale Combat Mod DLL... you chose the latter.

I'm combining aspects of Dale's combat mod in an upcoming release and it will still support 34 civs for what it's worth.
 
What aspects of DCM? Hopefully Air Forces, Active Defense, and that one that allows fortified Siege to attack adjacent units.
 
Mostly the air aspects.
 
Ah, figured those, but any of the other things? I admit I didn't like many of the other things in DCM, but the thing (forgot what it was called) that allowed fortified siege/ships to attack units in adjacent hexes was nice and balanced. Ranged bombardment/stack attack I didn't like.

Can't wait to see what you come up with. Too bad I can't hack your savegame and give you 20 modern armors outside every enemy city so you can finish up quick.
 
Well, that was because I couldn't take your dll apart to figure out where to edit. DCM source code was available, and that was just the first objective: To combine DCM with Bhruic's patch and your models. But if I find out how to include more civs, I'll make a separate dll. So I didn't exactly leave out having more than 18... but none of my original sources included it in the first place.
 
I am having a strange problem I downloaded the merged mod v.51 and the .fpk from Wolfshanze v2.68, I load the mod like any other but it seems no changes have been made all the units appear to be bts v3.13
 
Did you put the .fpk file inside the Assets folder of the Merged Mod folder? Like e.g. C:\Games\CIV\Beyond the Sword\Mods\Merged Mod 0.51\Assets
 
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