[BtS] Merged Mod

The simplest typo or referencing the wrong file/art directory can (and usually does) bring the entire game crashing down completely. It's the dumb slip-up that causes more problems then some sort of major foul-up.

Happens to the best modders.
 
On a completely other note, I was wondering if it has ever been considered to add Revolutions to this mod (RevolutionDCM for example)? I actually tried to add the Wolfshanze mod to RevolutionDCM a couple of times now and never succeeded. First it always crashes with the new civilizations files (everything in the civilization xml directory). When I leave that out it and just use the units and promotions it loads fine but when I start a game I get a blank technology advisor screen and a screen with components that are enabled/disabled but not the rest of the interface. When I click okay, I can see the map and units but no interface. I started from scratch a couple of times already. Has anyone experienced this before, maybe while making merged mod? I'll add a screenshot when I have BtS at hand later today. Thanks for the help.
 
The missing interface is usually due to an error in MainInterface.py - a blankspace or tab or wrong indentation causes this.

But to answer your question - yes, I have considered adding Revolutions. However, I am not certain it's the type of CIV I want to be playing. And merging rev into Merged Mod seems to be a lot of work, and I don't really have the time to include just for the heck of it. :)

I actually think CIV4 is mighty fine as it is, and I don't want to change the rules (or tech tree) in any fundamental ways. Mods that completely redesign the tech tree are just not for me! I was thrilled to find Wolfshanze's mod, because I agree with his design decisions on the naval units. Merging that with DCM seemed like an obvious winner. The other components I've added are just chrome, which doesn't alter the "main game" in any way. Revolutions certainly changes the game, and that's not really what I was after.
 
You might want to check the Wolfshanze Mod thead... v3.17 compatibility is done now... lots of new stuff... you have your work cut out for you!

sneak peak of Wolfshanze Mod WWI Dreadnoughts on review:
Dreadnoughts1.png
 
Nice to see it's finally done! :goodjob: I've just read your changelog, it's impressive (as usual, I might add)! I'm downloading now.

You're quite right, I do indeed have a lot of work to do. It will take me at least a week to get through it all, with both your files and all the dll files as well. Almost like building a whole new mod! :cringe:

Below is an excerpt from the 3.17 changelog, these are all XML changes I think. Did you include them all?

Spoiler :

Cavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons
Gunships can Flank Attack Cannons, Artillery, Mobile Artillery
Flanking damage now depends on strength of defending unit, not on strength of siege weapon
Flank attack now has a maximum number of siege units it can affect
Horse archers no longer receive attack bonus against Trebuchets
Destroyer: no longer upgrades to anything
Stealth Destroyer: lower cost, 2 first strikes, no bombard, no interception
Attack Submarine: Increased cost
Airship no longer gets bonus attacking ships
Airship does 20% maximum air strike damage
No withdrawal when attacking amphibiously
Siege weapons cannot attack amphibiously
 
Nice to see it's finally done! :goodjob: I've just read your changelog, it's impressive (as usual, I might add)! I'm downloading now.

You're quite right, I do indeed have a lot of work to do. It will take me at least a week to get through it all, with both your files and all the dll files as well. Almost like building a whole new mod! :cringe:
Yeah... it was a lot of work for me... but I knew you (and other folks) were kinda waiting on me, so I went ahead and pushed it through... I'm pretty confident I caught everything that I wanted changed from v3.17 into my mod, and I'm also happy with the new changes that would have been added with or without the update to v3.17... like the new units (I'm playing and the early game is so much better now with the battering rams! I don't think I realized how much I'd put off early wars between the Ancient Axe-Rush stage and the Medieval Catapult-Stage... wars in the classical age are fun again!).


Below is an excerpt from the 3.17 changelog, these are all XML changes I think. Did you include them all?
My answers are listed below... I don't agree that all of the below are XML changes, I think some are either python or DLL... all Python/DLL changes to the Wolf Mod are based on v3.17 files, so if it's a Python or DLL change in v3.17, it's in the Wolf Mod... as for XML, 99% of my XML files are still the original v3.13 files, but I did go over what I believe to be v3.17 XML changes and updated them in my files. It is possible that some v3.17 changes slipped through the cracks either because I didn't catch where it was changed, or because I simply didn't agree with the change in the first-place.

If I said "NO" below because I don't think it's in XML, and you do know it's in XML, feel free to point it out to me as to where in the XML it is so I can change it in the next release (assuming I agree with the change to begin with). One last thing... some of the "NO" answers may also have been in XML I never changed to begin with (the Wolf Mod doesn't change all XML files)... so it's also possible the change just wasn't in a file I changed to begin with, so the v3.17 would carry over to the Wolf Mod too by default.

Spoiler :

*YES* Cavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons
*YES* Gunships can Flank Attack Cannons, Artillery, Mobile Artillery
*NO? Because I don't think this is an XML thing... I assume it's something else* Flanking damage now depends on strength of defending unit, not on strength of siege weapon
*NO? Because I don't think this is an XML thing... I assume it's something else* Flank attack now has a maximum number of siege units it can affect
*NO! it's an XML thing, but I see no reason why a trebuchet is more immune to horsemen then catapults... I left it as-is* Horse archers no longer receive attack bonus against Trebuchets
*YES* Destroyer: no longer upgrades to anything
*YES* Stealth Destroyer: lower cost, 2 first strikes, no bombard, no interception
*YES/NO* The Wolf Mod already had that same cost for Attack Subs! Attack Submarine: Increased cost
*YES* but I debated it for awhile Airship no longer gets bonus attacking ships
*NO* Didn't agree with the change... 30% is fine by me and they already nerfed the Airship (see above) Airship does 20% maximum air strike damage
*NO? Because I don't think this is an XML thing... I assume it's something else* No withdrawal when attacking amphibiously
*NO? Because I don't think this is an XML thing... I assume it's something else* Siege weapons cannot attack amphibiously
 
Okay, I realize now that not all of the changes are XML. But I agree with the changes that you've included, I also noticed that you gave flanking attacks to mounted units on your rams... I have yet to see what those things actually look like! :lol:

Well, I'd better get to work then...
 
Hi, I just want to congratulate you guys for the 0.74 version, I played two huge map games, with Spain and Germany, and experienced no crashes... and I guess the newer version of the mod with the 3.17 patch will be even better!

I want to say that I was a bit disappointed to see a SdKfz 251 as the German MI vehicle. Snafusmith's Modern Warfare mod for Warlords included this vehicle, which served as an APC (it a was a unique unit for Germany, the default being a half-track). It carried two infantry, being very useful -and historically accurate- during blitzkrieg type of conquests. It was very nice to have a force of PzKpfw IV, PzKpfw VI, SdKfz 251 with Waffen SS, SdKfz 124 mobile artillery, Ju-87, He-111, Me-109. It even had a Sdkfz 222 armoured car... I wonder, did you ever play that mod?

It would be nice if in addition to all the superb stuff you have added (I love all those ships!), we could have WWII-class and modern APCs and armoured cars, and WWII-class self-propelled artillery.

Keep it up, lads!
 
Okay, I realize now that not all of the changes are XML. But I agree with the changes that you've included, I also noticed that you gave flanking attacks to mounted units on your rams... I have yet to see what those things actually look like! :lol:

Well, I'd better get to work then...
Yeah... I'm really digging the Rams (stats, graphics and AI/human use). They really blend-in well with the game. The AI uses them exactly as they should... not too much, not too little, and it makes warfare prior to the middle ages and after axe-rushes a lot more viable! Plus they look cool too! ;)

I just hope with the large number of changes it's as stable as Wolf-Mod v2.73 (super-stable that was)... I was so happy with 2.73 being very stable, then like a day or two after I release it, Firaxis comes out with v3.17... Aaargh! Why don't they leave well enough alone!?!?!

Well, there's so many changes between the upgrade to v3.17 and my own changes, I'm not sure how stable this one is... in theory it should be solid, but that will come with playtesting from myself and others... I just know that no matter what, v2.73 was a great base to work on, so I'm keeping my fingers crossed!
 
Hi, I just want to congratulate you guys for the 0.74 version, I played two huge map games, with Spain and Germany, and experienced no crashes... and I guess the newer version of the mod with the 3.17 patch will be even better!

I want to say that I was a bit disappointed to see a SdKfz 251 as the German MI vehicle. Snafusmith's Modern Warfare mod for Warlords included this vehicle, which served as an APC (it a was a unique unit for Germany, the default being a half-track). It carried two infantry, being very useful -and historically accurate- during blitzkrieg type of conquests. It was very nice to have a force of PzKpfw IV, PzKpfw VI, SdKfz 251 with Waffen SS, SdKfz 124 mobile artillery, Ju-87, He-111, Me-109. It even had a Sdkfz 222 armoured car... I wonder, did you ever play that mod?

It would be nice if in addition to all the superb stuff you have added (I love all those ships!), we could have WWII-class and modern APCs and armoured cars, and WWII-class self-propelled artillery.

Keep it up, lads!

Thanks for the kind words! :) WWII is tricky in a normal CIV game... the period is only 5-6 turns, so to create a whole subset of units for that small amount of time is ...well, a lot of work for something that is more suitable in one of the WWII mods.

I have decided to not include any more sources for units. This is because the complexity of merging increases when there's more than two sources to compare to. At most you'll see me adding single units on my own (like I did with the AA-gun, the AT-gun, the Inquisitor and the partisan), I won't all of a sudden anounce that I'm going to include a whole new units mod. :nope:
 
To those waiting the next Merged Mod: My internet at my house is down for the next couple of weeks at worst. This means that I can't upload a new version, even if I do complete the next version in the meantime. So expect to wait a little longer, until this is sorted out.
 
We are now up to version 2.81 so perhaps Wolfshanze will make it up to 3.0 before the next version of this mod...
I'm actually trying to average about one update a month... but I do them quicker if I find a problem or get flooded with new stuff. v2.81 was not planned for this soon, but I really wanted to fix the flanking bug, and I had enough new stuff already to warrant an update, especially to fix the flanking bug.
 
Well, I'm up to v2.82 now... I really wanted to make the air-combat bugs officially squashed in the main download, so you only have yourself to blame Ninja for telling me about that! (and thanks for that too!).

I assume Xeno is/has fixed your gamecore as well?
 
No, I went with the code from BetterAI, which I suspect is the same code that Xeno has used, but I can't tell since I can't see the source files that goes in your mod. And since Dale has also just released an updated DCM, I am very close to converting my mod to 3.17. Took a lot longer than I planned, mostly due to the various bugs in the different source files... crash bug in DCM, bomber bug in Solver's... But thanks for the heads-up on the new version, I guess you have more new models this time as well? :D
 
No, I went with the code from BetterAI, which I suspect is the same code that Xeno has used, but I can't tell since I can't see the source files that goes in your mod. And since Dale has also just released an updated DCM, I am very close to converting my mod to 3.17. Took a lot longer than I planned, mostly due to the various bugs in the different source files... crash bug in DCM, bomber bug in Solver's... But thanks for the heads-up on the new version, I guess you have more new models this time as well? :D
Of course I added new models! ;)

As for my gamecore, Xeno actually fixed the AI Bombing code on his own... then (after the fact), I asked him to add the 0.35 Better AI mod, which is now included in the Wolfshanze Mod gamecore.

I didn't know you were doing your own gamecores though... that's cool.
 
I'm actually doing very little coding - mostly just copy/pasting other people's stuff. I did write a whole new interception logic, though, which makes use of the evasion variables from the XML files! That's how I could ensure that biplanes can not intercept jets... :)
 
Well, I guess that's what I get for jumping on the v3.17 bandwagon so fast... I've had to release two follow-up releases to squash v3.17-related bugs... but I'm pretty confident (at least to my knowledge) that I've squashed the last of them... I haven't even had a CTD issue since v2.72 back in 3.13 days! So I guess that's something! The jump to v3.17 has both been better and worse then I thought! Hehe... I have had to correct some bugs, but none have been hugely fatal or even caused a CTD. I guess about what I expected... Firaxis better be done releasing official patches!
 
Mm'kay, status update:

I am up to speed with Wolfshanze's 2.82, and I am currently testing to make sure that all the extra features I've put in still work, after the move to BtS 3.17. Currently, I have 3.17 + DCM 1.6 + Better AI 35 (which includes Solvers patch), an improved Inquisitor (thanks to Hephaistion, you now need to run either Org.Religion or Theocracy to build'em) and the partisan mod working. Influence Driven War also still works. However, Dale has just found a new load-game bug in his mod, so I have to wait for him to fix that. While I wait for that, I am going to test aerial combat some more, and see if all the details work as intended.

I discovered some small quirk the other day: Wolfshanze's Battering Rams were making opportunity fire attacks at Barbarian Galleys! :lol: I've fixed this by lowering the Rams' combatlimit (which says how much damage a Ram can do to another unit) to 10%, and fixed the SDK so op.fire only happens for units with a combatlimit higher than 10%.
 
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