[BtS] Merged Mod

The update is great! Thanks!
I installed 0.83 with W2.84, but I noticed two graphics problems right away by browsing the Civilopedia: the jet fighter is a big red sphere, and the scythe chariot has no texture for the chariot/wheels.
 
The update is great! Thanks!
I installed 0.83 with W2.84, but I noticed two graphics problems right away by browsing the Civilopedia: the jet fighter is a big red sphere, and the scythe chariot has no texture for the chariot/wheels.
Which Civ's Jet Fighter? There's a dozen or more different models.

You might also want to clear your cache, or hold "SHIFT" down when you start the game (same as clearing the cache).
 
Yes, which CIV where you browsing as? Where the unit icons in the civilopedia pink blobs?
 
I hadn't even started a game. I chose Civilopedia from the main mod menu, and browsed through the units. I don't know what civ's jet fighter or scythe chariot I would be looking at in that case.
I will try clearing the cache.
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Before starting a game, I could see the chariot texture for the scythe chariot, but the jet fighter was still a red sphere.
After starting a game as Japan, the jet fighter appeared as an F-4.
 
Okay, I've found the problem. I had referenced an invalid file for the default Jet Fighter graphic. Go into ...\Beyond the Sword\Mods\Merged Mod 0.83\Assets\XML\Art\CIV4ArtDefines_Unit.xml. Search for 'mig21'. Replace the two Art/Units/Mig21/mig21dark.nif references with Art/Units/Russian/Fighter_Mig21/Mig21.nif.

The scythed chariot I don't know about. :) I didn't touch that one.
 
Thought it was a Merged Mod problem... I checked all 36 Jet Fighters in the Wolfshanze Mod and they were all fine.

As for the Scythe Chariot, it's my most "sensitive" unit... it tends to be the first to act-up if something else is wrong. Fix the default jet and clear the cache... it should be fine then.
 
It's in there. :)
 
WARNING! Below are two longish posts. They explain how the aerial combat model in BTS 3.17 work, why I dislike it, and what I have done to correct the shortcomings.

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The aerial combat system in 3.17 is a very basic model:

1. First, the code determines the best interceptor in a given area. This is the unit with the highest current interception (current means that the health of the unit is taken into consideration. If a unit is at half strength, its interception chance is halved). Current interception is the ONLY factor that determines the selection of best interceptor.

2. Second, there is a test to see if the attacking air unit can evade. A die roll of 100 against the unit's evasion attribute is made, an if the roll is succesful, the attacking unit evades interception. Note that in 3.13, only the Stealth Bomber and missiles has an evasion level greater than zero.

3. Third, the best interceptor makes a test (100 sided die roll) against its current interception level. Again, current means that the units' interception attribute is modified by health. If the roll is succesful, the interceptor engages the attacking unit, and the aerial combat code is run.

4. Aerial combat consists of five rounds of combat. In each round, the odds for the attacking unit and the interceptor are calculated. It's a very basic (current strength for the attacker) / (total current strength of the two units combined) = attacker's odds. Conversely, the interceptors' odds are 100% - attackers' odds. A 100 sided die is then rolled to determine the winner of the round.

5. The unit which wins the round does damage to the other unit (thereby affecting all 'current' values in the subsequent rounds of combat). The amount of damage dealt is the current interception level divided by 2 (this division can be adjusted in XML through a global variable). So BOTH fighters and jet fighters deal out 100% interception / 2 = 50% damage for each round. For units without interception attributes (such as bombers), a minimum damage of 10% pr. round is applied (also a global variable controllable in XML). Incidently, there's also a maximum damage of 50% pr. combat round.

6. The remaining rounds of combat are conducted, until one of the units are dead, or five rounds have been fought.

Now let's take a look at the air units in 3.17. There are airships, fighters, jet fighters, bombers and stealth bombers. Only fighters and jet fighters have interception values greater than zero, both are 100%. Given the damage reduction as described in point 5 above, interceptors will always do 50% of damage pr. round of combat, on the condition that they are fully fit. In the examples below I assume full health for all units involved. I have shown the chance for the interceptor to win the first round of combat:

A. Fighter vs. Airship: 12/(12+4) = 75%
B. Fighter vs. Fighter: 12/(12+12) = 50%
C. Fighter vs. Jet Fighter: 12/(12+24) = 33%
D. Fighter vs. Bomber: 12/(12+16) = 43%
E. Fighter vs. Stealth Bomber: 12/(12+20) = 37,5%, but the stealth bomber has a 50% chance to evade interception.
F. Jet Fighter vs. Airship: 24/(24+4) = 86%
G. Jet Fighter vs. Fighter: 24/(24+12) = 67%
H. Jet Fighter vs. Jet Fighter: 24/(24+24) = 50%
I. Jet Fighter vs. Bomber: 24/(24+16) = 60%
J. Jet Fighter vs. Stealth Bomber: 24/(24+20) = 54,5%, but the stealth bomber has a 50% chance to evade interception.

In the cases where the interceptor (both regular fighter and jet fighter) is up against bombers or airships, it actually stands a significant chance of LOSING the first round - but the amount of damage the interceptor suffers if losing the first round is light, only 10%. Round 2 will of course shift the odds in the favor of the bomber/airship, since we're using the CURRENT STRENGTH for the odds and CURRENT INTERCEPTION for damage. If the interceptor wins the first round, however, the odds are heavily in favor of the interceptor winning in just two rounds.

Moving on to the issue of promotions: Interceptors (i.e. fighters and jet fighters) can, in 3.17, get the Combat line promotions and also the Interception I and II promos, amongst other things. Given the way the model works, choosing promotions can seem counterintuitive. While the Interception I and II do improve the chance the interceptor has to intercept in the first place, a fully fit interceptor does not gain any advantage, because it is already at 100%. Only when the interceptor is damaged does it gain an improvement to its chance to intercept. The interception value is also used for calculating the damage. But again, a fully fit interceptor can not deal out more damage than the 50% maximum damage limit (and 110% interception chance /2 = 55%), so the Interception promotion is again only useful to a damaged interceptor. The Combat line of promotions are actually more beneficial, if for no other reason because both a damaged and un-damaged interceptor can take advantage of it. The effect of it is to improve the odds during the combat rounds. For example, in case B the interceptor with Combat I against an unpromoted fighter would have 13,2/(13,2+12) = 52,4% instead of the normal 50%.

EDIT: It turns out that in vanilla BTS, air units cannot gain the Interception promotion. So the above can be partly disregarded.

So... what is good about this model? Combat results are acceptable. Generally, the combat results make sense, in that usually you'd expect the interceptor will win an engagement, if it's not too shot up. Against an equal opponent, it's a 50/50. Against a superior opponent (there's only one case, the fighter vs. the jet fighter), the fighter has a 33% chance to win the first round.

Unfortunately, there are more downsides to this model:

1. The model is not easily grasped, as it is quite un-intuitive. The interception variable determines both the chance to intercept, and the potential damage dealt. Combat strength only governs the odds of winning a combat round.

2. As a direct consequence of 1., the promotions are not very helpful. The interception promotions basically have no effect for a full health interceptor. You should always go for Combat promotions, as they'll help you win combat rounds.

3. The evasion variable is only used for stealth bombers and missiles. This is unfortunate, because a better model could utilize this extra variable.

4. Modding the air aspect of the game becomes next to impossible. Adding more air units, trying to increase interception levels between generations of air units, lead to very weird outcomes. Biplanes with promotions can all of a sudden take on and beat much more modern fighters. This is not unheard of in the civilization history, but the current model does certainly not lend itself well to modding balanced combat results.
 
In my Merged Mod, I have used the air units from the Wolfshanze Mod as a base. To this base, I have added three more air units (and there's also an Atomic bomber from Dale's Combat Mod). This pushes the roster of air units in the game to this, grouped by 'generation':

Airship

Early flyer (a special, unbuildable unit)
Early fighter
Early bomber

Fighter
Light Bomber
Bomber
Atomic Bomber (a small nuke unit, which is killed upon use)

Jet Fighter
Close Air Support Bomber
Jet Bomber

Advanced Jet Fighter

Stealth fighter
Stealth bomber

All in all, there are twelve 'regular' air units that the player can build and use. That's seven more than the standard game. Six of the units have the ability to intercept attacking units. With so many air units, I really felt constrained by the existing aerial combat model, and so I have developed a new model. Read on below:

The basic concepts of the original model are reused - there is still an interception check, five combat rounds, combat odds and damage dealing. However, the way each element is calculated has changed:

* The way evasion works has changed - all air units have a base evasion value - and this affects the interception chance of each interceptor against the other units. Evasion is no longer a separate check done before the interception test. So an early fighter has a 70% chance to intercept an early bomber, but only a 30% chance to intercept an advanced jet fighter (and if it manages to intercept, it will most likely lose big-time).

* Combat odds are still calculated using current strength, but the interception value may give a bonus. This means interceptors gains a small bonus against bombers (which have zero interception), but also a small bonus against units with a lower interception value. Combats between equals are still a 50/50 venture.

* The potential for dealing damage will vary, depending on the opponent. A fighter can do 34% of damage to another fighter (so three wins are required), while only doing 24% of damage versus a jet bomber (so it basically needs to win all five rounds of combat to shoot down the jet bomber, the odds of which are quite small).

* EDIT: The choice of best interceptor now also takes strength into account. So a Early Fighter, that might have a 10% better interception level than a Fighter, will not be chosen over the Fighter, since the fighter will have a better chance to win it's combat rounds due to the higher strength level.

In essence, my new aerial combat model simulates a need to have aircraft from a similar or better generation to defend yourself.
 
* The way evasion works has changed - all air units have a base evasion value - and this affects the interception chance of each interceptor against the other units. Evasion is no longer a separate check done before the interception test. So an early fighter has a 70% chance to intercept an early bomber, but only a 30% chance to intercept an advanced jet fighter (and if it manages to intercept, it will most likely lose big-time).

* Combat odds are still calculated using current strength, but the interception value may give a bonus. This means interceptors gains a small bonus against bombers (which have zero interception), but also a small bonus against units with a lower interception value. Combats between equals are still a 50/50 venture.

* The potential for dealing damage will vary, depending on the opponent. A fighter can do 34% of damage to another fighter (so three wins are required), while only doing 24% of damage versus a jet bomber (so it basically needs to win all five rounds of combat to shoot down the jet bomber, the odds of which are quite small).

In essence, my new aerial combat model simulates a need to have aircraft from a similar or better generation to defend yourself.
I take it there are SDK changes involved for your air combat system, or was it totally Python/XML?
 
The combat resolution is SDK. But the evasion values are of course XML. No python involved.
 
That fixes it. Thanks!

Okay, I've found the problem. I had referenced an invalid file for the default Jet Fighter graphic. Go into ...\Beyond the Sword\Mods\Merged Mod 0.83\Assets\XML\Art\CIV4ArtDefines_Unit.xml. Search for 'mig21'. Replace the two Art/Units/Mig21/mig21dark.nif references with Art/Units/Russian/Fighter_Mig21/Mig21.nif.
 
Looks great, looks like alot of fun, but I can't get it to work. I think it's safe to say the problem is on my end (as Wolfshanze likes to say); I'm a complete and utter computer dunce. Here are the instructions:

Installation:
Please read these instructions carefully!

1. Download the Merged Mod from the link at the top of this page.
2. Extract the archive, including subfolders, to your \CIV\Beyond the Sword\Mods folder.
3. Download Wolfshanze's mod, and copy the wolfshanze.fpk into the Merged Mod\Assets folder. This is essential - that .fpk file holds all the new graphics! Without it, a lot of units will appear as red domes, and the choosing the new civ leaders will cause the game to crash.

Now I did the best I could and I've got the Wolfshanze Mod and the Merged Mod into the BTS Mods Folder (and they do come up as options on the Mod Screen), however they won't load. The game cycles out, loads the mod, but there are no changes to the basic game. I'm sure I goofed something, as I'm very unclear about the directions. What does "Extract the archive" mean? And how do I copy the fpk file? I found it and did a copy and paste over the Assets folder - is that right?

Oh, and I tried loading just the Wolfshanze Mod, but that came up bupkis as well. Can anyone walk me through this in babytalk? Thanks in advance.

Edit: A little more info. I'm playing BTS 3.17. My OS is Vista Home Premium. The cache should be cleared (I held down Shift through start). And I opened up the Assets folder and it showed the fpk file in there. As stated previously, the mod is in the mods folder, it loads the mod, and comes back with the regular BTS start screen (no changes and it shows mod as having been loaded). If I start game, there is no change from the basic game.
 
This is one of the best mods I've ever played but I do have one issue...

What's wrong with the stack attack? I have 4 gigs of RAM, an Intel Wolfsdale 3.16GHz dual core processor, an nVidia 260 GTX GPU and I am running XP x64. For whatever reason, after I successfully use the stack attack (all units charge in at the same time/work together) it all loads smoothly until the attack is over, then I have to sit there for 5+ minutes waiting for the game to let me do anything but scroll around the map and such. I can't bring up the options menu/contact other civs, etc.

I absolutely love the idea but there seems to be a serious problem with it. I can run Crysis with everything on high and at high resolutions and I don't suffer anything like this xD

Edit: Well, it happened a second time and now it's been locked up like that for over 30 minutes.
 
@ bestbrian

I'm sad to hear that you can't get it to work. I'm not sure what advice to give you, as I don't have Vista - and that might be an issue. Not that Vista is faulty, but I think the folder structure is a little different...

You should make sure that you have the following steps complete:

* Installed Wolfshanze as a mod in its own directory.
* Installed Merged Mod as a mod in its own directory, i.e. NOT in a subdirectory of Wolfshanze's.
* Only the .fpk file should be copied from Wolf's assets directory to that of MM.

Extracting the archive means that you double-click the zip-file that you download. Then you get a window showing you the contents of that zip file. You need to copy (CTRL+A, CTRL+C) all of those files and folders as they are, and paste them into the mod directory (CTRL+V). It will take several minutes to do so. Do this with both the Wolfshanze and Merged Mod, in separate directories.
 
This is one of the best mods I've ever played but I do have one issue...

What's wrong with the stack attack?

Thanks for the praise! :) It's certainly not your system. The stack attack feature of Dale's Combat Mod is not entirely bug-free, and I know that there are some issues with Stack attack and Influence Driven War acting up. So I recommend you switch it off for a smoother game. I do believe I zip the files with Stack Attack switched off, so you probably know where to look to disable it again. :)
 
Hi

@ bestbrian

It might help...

The default folder location for this mod, and others, within the mod folder for BTS....



The specific FPK file need to copy from the Wolfshanze mod...



The FPK file copied over to the correct location for this merged mod to work...



Note that in each of the above images you can see the path that I have navigated to in order to locate each of the mods needed (both the Wolfshanze and merged mod in this case) for the correct installation of the merged mod to be completed.

The path will very depending on where your installation of Civ IV is located. However the mod folder for BTS will always be the same, being a sub-folder of the BTS game. The mods, Wolfshanze and the Merged Mod, will always be in sub-folders of the BTS mod folder.

EDIT:

1. Start up BtS.
2. Go to Advanced-Load Mod.
3. Load the "Merged Mod 0.83" mod.

Hope that makes sense :crazyeye:

FWIW I think that I'll have to start my game again as I have chosen a continental type of humongous map, at marathon speed, and having discovered each other on the continent I'm a little discouraged that we all seem to love each other so much that there doesn't seem to be a snow balls in hells chance of me provoking a war between any of the civs. Still there is time yet, just starting the classical period, but next time I think that I will opt for a tick in the aggressive box..!

@Ninja2

You seem to have chosen a solid foundation to have built this mod on and done some nice adapting of your own, well done with your creation. I look forward to trying it out :)
 
Thanks for the screenies, Morgan! I hope you enjoy the mod! :)
 
Thanks for the praise! :) It's certainly not your system. The stack attack feature of Dale's Combat Mod is not entirely bug-free, and I know that there are some issues with Stack attack and Influence Driven War acting up. So I recommend you switch it off for a smoother game. I do believe I zip the files with Stack Attack switched off, so you probably know where to look to disable it again. :)

You're most welcome :) I'm continuing to enjoy it a great deal and I figured out a work around for that stack attack problem (save it while it's frozen and reload the game). However, now that I've gotten to the Nuclear Age I've hit an even bigger problem that I can't determine the cause of.

Basically, the entire land masses (not as much as the planet Earth) on a huge map with roughly 17 civs (I'm more of a diplomat than a warmonger) and I currently have the largest military and cities on half of the continents.

Problem is, I hit an area where I saved in advance but when I hit end turn it just goes black for a bit and pops up talking about how Civ IV BTS hit an error and needs to close.

I've reloaded and tried again a few times now and it doesn't seem to fix it. Any idea what the problem might be this time around? Again I'm pretty sure I have the computing power...

It just hurts badly because it's getting REALLY interesting (the era I like most) and I'm starting to enjoy all of the new units and the like and poof xP No more play.

Again, this is an awesome mod and I totally expected a few bumps in the ride. You did yourself an amazing job.
 
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