[BtS] Merged Mod

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%.
Hehe... well Wolfshanze's Battering Rams don't do that in the Wolfshanze Mod... I don't use DCM, so there's no opportunity fire! :p

Still, I see no reason why a battering ram crew wouldn't charge into the ocean and swim out to a passing trireme and knock a few holes in it with their rams!

Speaking of battering rams, what do you think of my ancient battering and capped ram system? I didn't know how much I'd like it, but after playing a few games with them, I think they're great! And the battering vs capped ram system allows you to build them with no resources, or get a slightly better version if you have access to some metal for the capped ram!
 
When you'll have mod updated to 3.17 please also share SDK. The mid-August is still actual date for release of update? :)

Once again thx for your work :)
 
Speaking of battering rams, what do you think of my ancient battering and capped ram system? I didn't know how much I'd like it, but after playing a few games with them, I think they're great! And the battering vs capped ram system allows you to build them with no resources, or get a slightly better version if you have access to some metal for the capped ram!

I haven't actually played with them yet, too busy modding! :D But I think the idea is sound, and they are certainly historically acurate.

When you'll have mod updated to 3.17 please also share SDK. The mid-August is still actual date for release of update?

Don't worry, I'll share the source files too. And yes, mid August is still the plan! :)
 
Speaking of battering rams, what do you think of my ancient battering and capped ram system? I didn't know how much I'd like it, but after playing a few games with them, I think they're great! And the battering vs capped ram system allows you to build them with no resources, or get a slightly better version if you have access to some metal for the capped ram!

I like the rams because it makes a window of opportunity that wasn't there between the axe rush and Construction. In some tense early game situations it makes things dynamic.
 
looking forward to updated version for latest bts patch, been playing rise of mankind and other mods but I don't like the futuristic ages, it gets a little silly.
 
RELEASE!!

Yes, finally! :D Version 0.80 has been released. Check the first page for the new, updated information.
 
:goodjob:, Ninja2!

New Units:
-Huge graphical upgrade from Wolfshanze’s mod.
-Lots of new ships from the Wolfshanze mod.
-New aircraft from the Wolfshanze mod.
-Partisans, see below.
-Enola Gay nuclear bomber.
-Anti Air gun.
-Anti Tank gun.
-Inquisitor.

New Techs:
-Air Superiority from Wolfshanze’s mod.

Gameplay changes:
-New, more realistic, Aerial Combat logic. Biplanes can no longer intercept jet bombers.
-Barbarian naval units are in!
-Manhattan Project is now a National Wonder. All Civs must complete this to build nukes.
-All features from Dale’s Combat Mod can be selectively switched on or off. All ships and aircraft take advantage of the DCM features (ranged bombardment, Air bombing missions).
-Partisans appear after city conquest on the defender side, after the defender has discovered Rifling.
-Inquisitors can remove non-state religions from your cities.
-Defensive terrain reduce damage from air units.
-Spawning Barbarian ships may hold raiders (warrior, axeman or similar).
-Cultural bonus to tiles when winning combats or pillaging. This allows you to gain enemy territory for your own civ, without conquering his cities!

I especially like Manhattan Project as a National Wonder and the Enola Gay Nuclear Bomber. Anyway, downloading now. ;)
 
New in 0.80:
-Battering Rams fixed so they cannot do Opportunity Fire.
When did you ever release the Merged Mod with battering rams before? I'm pretty sure I only released Battering Rams for v3.17, and this is your first use of battering rams in your mod... I don't have opportunity fire in my mod, and you've never released this to the public to my knowledge with battering rams, so how can you "fix" something that was never broken (at least to the public)?


Full feature list:
New Techs:
-Air Superiority from Wolfshanze’s mod.
Ummm... that's been in the Wolfshanze Mod for quite some time, and in-fact was rather crucial to break-up the WWI from WWII aircraft. You're just now including that? :eek:


Gameplay changes:
-Manhattan Project is now a National Wonder. All Civs must complete this to build nukes.
Are you sure about that? Have you actually tested that? Where did you get the change for that... how was it implemented (XML, Python or DLL). I've seen a lot of folks claim to have done that, but they're always wrong in the end... the last guy who claimed that made it a National Wonder by a small XML tweak, but it left it broken for the AI (the AI would NEVER build nukes because of the change)... have you actually tested this to confirm it works with the AI too, because every attempt I've seen on this has actually failed.
 
Relax... you're reading the list wrong. The full feature list is just that... it's not a new features list. Air Superiority has been there since the first release, what were you thinking?? But you're right about the battering rams, they haven't featured in any Merged Mod yet. However, the combination of them and DCM gave unintended results, which I've fixed... how else was I going to write it up?

And ripple's got it right on the MHP. In my most recent test game, the AI built nukes alright.
 
Ah okay... I've seen a half-dozen mods all claim to "fix" Manhattan project as a NW with a little XML tweak, but they never work. Just wanted to make sure you weren't falling for that... I'm sure if Dale did a DLL fix, that's totally different.

On the battering rams, I know you discussed the OP fire with me, but really... for "public" release, all you should say is "includes new battering rams". Nobody but you ever played with them with that glitch... I always say if the mod-writer is the only one who ever has a problem on his own mod, and fixes it before public release... it's not a "fix" to the public... you' just released properly working Battering Rams... nothing more! ;) So what were you supposed to say? "Includes Battering Rams!".
 
Sweet! I love both Wolfshanze and Dale's mod, having both together will be simply awesome! Just a small suggestion, would you consider adding the Green Mod to this, maybe as an optional plug-in type mod? I just like the new resources is all, I don't think Civilization has nearly enough! I tried adding them in myself, but failed miserably...

EDIT: Just finished downloading and installing it, and I came an annoying(and potentially game-breaking) bug, involving disappearing U.I. The leader names in the side panel are randomly vanishing, including both my name and the names of other civilizations. I attached some pictures showing it. In the first one, my name is missing, but Francis is showing. In the second one, both have vanished. In another game, Ragnar was periodically disappearing and reappearing.
 
NM, I figured out my archer bombard issue.
 
Sweet! I love both Wolfshanze and Dale's mod, having both together will be simply awesome! Just a small suggestion, would you consider adding the Green Mod to this, maybe as an optional plug-in type mod? I just like the new resources is all, I don't think Civilization has nearly enough! I tried adding them in myself, but failed miserably...

EDIT: Just finished downloading and installing it, and I came an annoying(and potentially game-breaking) bug, involving disappearing U.I. The leader names in the side panel are randomly vanishing, including both my name and the names of other civilizations. I attached some pictures showing it. In the first one, my name is missing, but Francis is showing. In the second one, both have vanished. In another game, Ragnar was periodically disappearing and reappearing.

My UI has the same issue.
 
Missing UI: I have not come across this in testing, so I'll need some more information, please. Number of players on the map? Do you guys have any python files in your CustomAssets folder (e.g. BUG mod)?
 
Missing UI: I have not come across this in testing, so I'll need some more information, please. Number of players on the map? Do you guys have any python files in your CustomAssets folder (e.g. BUG mod)?

Lets see... Huge map, 22 players, Tectonics, 70% Water(Earthlike). No CustomAssets files, at all. I also found out that sometimes the "Press ENTER to end turn" message will disappear after all units have moved. At this point the green light will not turn red and hitting ender will not end my turn like it normally does. Clicking on the still-green light will, however.
 
I see you implemented Dales Combat Mod, but I don't see where I can enable Civ Customizer. I looked through GlobalDefines.xml and it doesn't seem to be there. Is there something I can do to enable it?

EDIT: Sorry I'm a noob. I just read on the Dales Combat Mod thread that it was removed for the BTS 3.17 release due to problems.
 
Good-looking Mod, but have you considered adding Pegasos' Nuclear Arsenal Mod or snafusmith's Modern Warfare Mod to this mega-mod of yours?
 
Good-looking Mod, but have you considered adding Pegasos' Nuclear Arsenal Mod or snafusmith's Modern Warfare Mod to this mega-mod of yours?

I don't think either of those are compatible with BtS 3.17? Apart from that, I'm open to including other mods. However, I do not wish to greatly change the tech tree, make fantasy futuristic units, add 600 religions or civics or other funny stuff. :) But you're always welcome to make a mod-mod!
 
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