[BtS] Merged Mod

Man, I didn't even make the official announcement yet... you guys are fast.
 
Seeing as Wolfshanze has got a new version up, will you be making an update?:confused:

Yes, of course I will. :) But it will be some days off. I'm not sure I'll take all of 2.7, or just limit it to adding Poland and all the new models. Besides, I have some ideas I might want to add to Merged Mod, but most require more SDK coding, and I'm really slow at that! :p So there's no expected release date as of yet...

On the upside, MM 0.7 will work just fine with Wolfs 2.7. Wolfshanze.fpk will just be a little bigger! :lol:
 
I played this mod about thirty times last night, I could never find a set up I liked. My question is about Archer Bombardment: Was it included in the Mod? I had a few chances to engage barbs with Archers but never saw anything saying it was a combat option. Also I noticed a lot of units that were in Wolf's Mod were not listed in the Civpedia. Any thoughts on my problems would be helpful.

Scott
 
Hi Scotty. Yes, archer bombardment is included, but I have disabled by default, because I think the feature is inappropriate for a standard game. In earlier versions of DCM there was also some issues of archers bombarding ships with deadly consequences. Hardly realistic by any stretch of the imagination. Go into \Merged Mod\Assets\XML\GlobalDefines.XML and do a search for DCM_ARCHER_BOMBARD. Change the corresponding value to'1', save the file and restart the game. That should enable archer bombardment.

What units are you missing pedia entries for?
 
Hi Scotty. Yes, archer bombardment is included, but I have disabled by default, because I think the feature is inappropriate for a standard game. In earlier versions of DCM there was also some issues of archers bombarding ships with deadly consequences. Hardly realistic by any stretch of the imagination.

I like the concept of Archer Bombardment, but it should only be applied in battles, not against cities - don't know if that's easy to implement, really. (Bombarding ships with fire arrows may indeed be quite effective with wooden ships, BTW. As would archer bombardment from a stonewalled city.) Seeing as in practice all this might be quite complicated to accomplish, I can understand why it's standard disabled.;)
 
Hi Scotty. Yes, archer bombardment is included, but I have disabled by default, because I think the feature is inappropriate for a standard game. In earlier versions of DCM there was also some issues of archers bombarding ships with deadly consequences. Hardly realistic by any stretch of the imagination. Go into \Merged Mod\Assets\XML\GlobalDefines.XML and do a search for DCM_ARCHER_BOMBARD. Change the corresponding value to'1', save the file and restart the game. That should enable archer bombardment.

What units are you missing pedia entries for?

Well, I didn't see anything about the different types of aircraft and I also looked for a unit entry for the cruiser that has been a part of the wolfshanze Mod that I have played recently. Thanks again!

Scott
 
I'll check the Civilopedia text files later today to see if I missed anything.
 
Just so you know, there were a few little quirks/bugs in v2.70... I squashed them by releasing v2.71... so if/when you update, make sure you use v2.71, not v2.70.
 
Scotty, I don't know what to tell you. I can see all aircraft when I load the mod, and there's both Protected Cruisers and Heavy Cruisers in there as well. I don't think I missed anything... :confused:
 
Scotty, I don't know what to tell you. I can see all aircraft when I load the mod, and there's both Protected Cruisers and Heavy Cruisers in there as well. I don't think I missed anything... :confused:

Hello all, sorry to take so long to get back with everyone. I finally got this mod to work, sort of. I keep seeing the "red ball' of death for pre-dreadnought battleships, subs, and the machine gun. Any ideas? Also the game has done the CTD a few times. Would it help to reload Wolf's new mod vice the old one? For what it is worth even with the few hiccups I had a blast playing this mod.

Scott
 
Hey Scotty, don't worry about delays on this board... everyone's pressed for time now and then. Do you remember what version of Wolfshanze.fpk you're using? I'm guessing that if you download his most recent version, and then copy that file over, those red domes will disappear. Putting in a new graphics file (and that's what Wolfshanze.fpk is) will be entirely savegame compatible.

The CTD's... I don't know, really. It could be many different things. Reproducable CTD's I can work, but random ones... :)
 
Since the current version of the Merged Mod uses the FPK from v2.69 of the Wolfshanze Mod, it might help to still use the FPK from the v2.69 Wolfshanze Mod... when I change versions, it's not uncommon for me to change a path on an older unit every now and then, so v2.71's FPK may not be fully compatible with XML calling for units in the v2.69 FPK.

When/if Ninja updates to require the v2.71 FPK, that will fix all problems, but until then, I would recomend folks wanting to play the Merged Mod to use the FPK from v2.69 Wolfshanze Mod available here.
 
Alright, thanks for that Wolf! :) I'm currently busy testing the next release, by the way.
 
Alright, thanks for that Wolf! :) I'm currently busy testing the next release, by the way.
Well, I hope you like what I did with v2.71. LOTS of new graphics in that FPK (i'm still depressed not one comment about my new Ninja-special unit that I added to the Wolfshanze Mod).
 
Hey Scotty, don't worry about delays on this board... everyone's pressed for time now and then. Do you remember what version of Wolfshanze.fpk you're using? I'm guessing that if you download his most recent version, and then copy that file over, those red domes will disappear. Putting in a new graphics file (and that's what Wolfshanze.fpk is) will be entirely savegame compatible.

The CTD's... I don't know, really. It could be many different things. Reproducable CTD's I can work, but random ones... :)

I am using wolf's 2.69. I had problems with the new one. I think my copy of WinZip might be bad but it opened some pics my sister sent me so I am not sure. I used 7zip to open the mods I have been interested in and they seem to work OK other than the problems I mentioned above. Wolf's 2.69 works fine even after being opened with WinZip. Stranger than fiction if you ask me!

Scott
 
The FPKs were changed significantly between v2.69 and v2.71, so the current version of the Merged Mod which was designed for v2.69 should definitely be using the v2.69 FPK file, not the v2.71 FPK.

Of course once Ninja updates the Merged Mod, then the new v2.71 FPK should be used.
 
I have also experienced crashes in this game. I am using Wolfshanze's v2.69 fpk. The crashes have occurred in renaissance and industrial eras. A friend of mine has also been experiencing these crashes, with an identical setup. Crashes seam to be civilization-independent. As described by someone else in this thread, the crashes occur when I finish a turn and press Enter. In the last game that crashed I was playing with the Japanese, and had reached modern era in a large terra map with 15 civs. I finished a turn and was being attacked by a massive force of Viking riflemen and cavalry; during one of the cavalry charges the game crashed. I reloaded an earlier save (about 3 turns) did some different things, and the game seemed to crash in the same turn. I also played with the English in a standard pangea map with 9 civs, and had no crashes. Every other game I have played crashes at one time or another, I suspect that it has a tendency to crash in larger maps, but I'm not sure.

Anyway, I want to say that I have tried several mods for BTS (I'm nostalgic about Snafusmith's Modern Warfare Mod for Warlords) and this is the very best! I think you should include the Warrior graphics from the Varietas Delectat Mod, which are by far the best such graphics that I have seen, and make early game warfare delicious...

Thank everyone for your work, I'm a programmer, and I understand...
 
Well, I hope you like what I did with v2.71. LOTS of new graphics in that FPK (i'm still depressed not one comment about my new Ninja-special unit that I added to the Wolfshanze Mod).

Huh? I just searched through all your files for the word 'ninja', and I didn't find a single reference? :confused:

Otherwise, it's a great update. I was checking up on the city graphics last night, and they seemed to work just fine. I didn't include the Early Flyer yet - the jury is still out on that one. You seem to have changed the tech tree very slightly in this new version - I'm curious what was the reason for that?

@nahuiocelotl - Thanks for the kind words. On the warrior graphics, I don't think I want to start including other new graphics than Wolfshanze's. The Merged Mod gets more and more complex to maintain, and I want to try to limit the input sources for this mod a little bit.

@Everyone: First post is updated a bit, including the link to 2.69 from Wolf.
 
Huh? I just searched through all your files for the word 'ninja', and I didn't find a single reference? :confused:

Otherwise, it's a great update. I was checking up on the city graphics last night, and they seemed to work just fine. I didn't include the Early Flyer yet - the jury is still out on that one.
Man, if it was a snake it would have bit you! :lol: The Early Flyer is the new secret unit built just for Ninjas! (ie... YOU!).

I guess you forgot how often you were always stating that there was no counter to the Airship, and I said the counter was Fighters... and you said you didn't want to build fighters (or something to that effect, because planes are bad, or whatever your belief was)... you don't remember that long drawn-out discussion?

You must really hate planes or something... you're talking about not including the Early Flyer? Do you realize what it is and what its purpose is? IT WAS MADE JUST FOR NINJAS! (you).

Think about it... You can't build the Early Flyer... NOBODY CAN! It's an unbuildable unit. Nobody has to waste one iota of effort or one production shield to build the Early Flyer, because you can't build it!

THE EARLY FLYER IS A GIFT UNIT

It's given to the first nation to discover flight... it's a one-time, good while supplies last only, offer! The nation that invents flight gets ONE Early Flyer immediately upon discovering the tech (like the first to Fascism gets a free Great General). That's it... one free Early Flyer (gift unit), then you start building the Early Fighter unit (which is better then the Early Flyer, but you have to build it, and that takes at least a little time... the Early Flyer is flying immediately after the discovery of Flight).

It's free, and it gets a bonus against Airships... All the Ninjas in the world who don't want to build aircraft to shoot down airships, are just GIVEN a free natural counter to airships (as long as you invent flight first).

So, why in the world would you NOT include the Early Flyer in the Merged Mod... does your hatred of all things with wings include a free gift unit? What's the logical reason not to include the Early Flyer in the Merged Mod if it's supposed to be based on the Wolfshanze Mod? What harm does the Early Flyer cause anyone? I built it just for you! :p


You seem to have changed the tech tree very slightly in this new version - I'm curious what was the reason for that?
Ah yes... a very minor tweak to the tech tree. Some stubborn people were able to avoid WWI units all-together by avoiding a certain tech (Artillery) until the last possible moment, and skipping directly to WWII units... I never noticed it because I tend to want Artillery long before WWII units are a thought on my mind... I kept getting some folks who said they never saw WWI units and went straight to WWII units (which confused me cuz I never noticed that)... by making a minor tweak to the tech tree, you can't skip WWI units now... you have to go through WWI units to get to WWII units.

Simply-put, most WWI units have always required the Artillery Tech, but I didn't realize you could reach some WWII techs, then research Artillery and just "magically" skip-over WWI units. I put an end to that with a minor tweak to the tech tree... I doubt folks would even notice it when playing the game... it was a minor tweak.

P.S.
Since you now support 34-civs, make sure you are including the 34 (and now 35-civ) Earth scenario maps in the extra download on the Wolfshanze Mod page. I have an earth map with all civs (including Poland) that specifically uses Wolfshanze Mod civs, flags, colors, custom city sets and LHs as a companion to the Wolfshanze Mod... those Earth scenarios would be 100% compatible with the Merged Mod too!
 
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