[BtS] Merged Mod

Source files uploaded. :)
 
:mad::mad: WTH!? Where is the fu**in interface?! I installed the Wolfshanze mod and merged mod and i dont have a interface! I do not make Alt + I shortcut or something like this. Help!
 
:mad::mad: WTH!? Where is the fu**in interface?! I installed the Wolfshanze mod and merged mod and i dont have a interface! I do not make Alt + I shortcut or something like this. Help!

Did you name the mod's folder Merged Mod 1.10?

kris159 said:
Have you thought of including Barbarian Civs in this? I really like that mod and I think you should. Great mod btw.

No, that is not on my to-do list. I usually just play with more civs, so maps get pretty crowded.
 
Ninja is there any chance you'd want to take over WolfRevolution? It's almost identical to your mod here, and I don't do anything but update it with new releases of RevDCM.
 
Just bored, waiting for my classes...

So I made an icon for this mod's shortcut.

It reflects your specification in the fighter AI logic :).
Enjoy.
 
Ninja,

Every time a religion is founded in Merged it seems as though they are assigned randomly. For example, I was the 1st to discover Meditation but I was awarded Judaism rather than Buddhism. Is this by design? I am playing v 1.1 (and yes, the install folder is named correctly) on a clean install of your program.
 
Ninja is there any chance you'd want to take over WolfRevolution? It's almost identical to your mod here, and I don't do anything but update it with new releases of RevDCM.

I'm not really interested in taking on more responsibilities right now. I have two other projects that are a bit under wraps. Besides, I would think that the people who are still playing WolfRev might as well move on to LoR. I understand why you'd want to give up supporting a "competing" mod, even when you started it yourself. :)

os79 said:
Just bored, waiting for my classes...

So I made an icon for this mod's shortcut.

It reflects your specification in the fighter AI logic .
Enjoy.

Thanks for the effort! :goodjob:

GoUtes53 said:
Every time a religion is founded in Merged it seems as though they are assigned randomly. For example, I was the 1st to discover Meditation but I was awarded Judaism rather than Buddhism. Is this by design? I am playing v 1.1 (and yes, the install folder is named correctly) on a clean install of your program.

That is an effect from Inquisitions 250D, when playing with limited religions (which I've left ON as default). Most leaders (or is it civs? not sure atm) have a preferred religion, and they'll automatically choose this particular religion if it's available when they found one. If they DON'T have a preferred religion, they'll get the default religion for that tech, if it's available, otherwise I think it's just random. You can override all this by selecting Choose Religions in the Custom Game start screen (for the human, that is). Which leader/civ where you playing?
 
That is an effect from Inquisitions 250D, when playing with limited religions (which I've left ON as default). Most leaders (or is it civs? not sure atm) have a preferred religion, and they'll automatically choose this particular religion if it's available when they found one. If they DON'T have a preferred religion, they'll get the default religion for that tech, if it's available, otherwise I think it's just random. You can override all this by selecting Choose Religions in the Custom Game start screen (for the human, that is). Which leader/civ where you playing?

Not sure at this point. Would turning off limited religions accomplish the same thing as choosing Choose Religions?
 
Yes, but Limited religions has more to it than just favorite religions. It also disallows civs from founding more than one religion, which basically ensures that all seven religions play a role in games with more than seven players.
 
While this looks very promising, I can't get the wolfshanze mod to download (on the links, and I can't find a free download elsewhere). Can anyone help?
 
The links work for me? :confused:
 
Been away for a while, glad to see Merged is still going strong. This is by far my favorite mod, adds a lot without getting ridicolous (and avoids the Next War crap >.<). I played latest version, runs very well, nice job Ninja2. Here's a few thoughts:

Why does the AI always know where my freakin subs are?

Have you considered adding helicopter transports for infantry units? I've played a lot of games lately where a heli lift for some infantry would've been great for taking some enemy cities and resources that were just off the coast and out of range of paratroopers. I ended up having to reroute a battlegroup to defend a couple of transports for a grand distance of 2 coastal squares :)

I can't remember what mod it was, but there was the Area 51 national wonder that you had to build in order to build stealth units. Your thoughts on including that? If I recall you needed Aluminum, Oil, Coal, Iron and Uranium in order to build it, basically to ensure that only the most powerful civs could build stealth units. Kind of makes sense in my opinion since in the real world only the US has stealth aircraft, yet in civ anybody can make as long as they have aluminum and oil. Always been a pet peeve of mine how stealth technology is basically handed out in civ.

I think I brought this up long ago, how about giving subs the ability to 'bombard' ships in port, like aircraft can for a chance to sink them?

Alien invasion mod, as mentioned in the General Discussion forum :) Would absolutely love to play a game with a random chance for an invasion to occur.
 
Nearly forgot:

All ships receive 10% bonus defense on coastal waters, which is extremely odd considering the last thing modern warships want is to be anywhere near a coast. I love the variety of land units for different specialized roles but water units have always seemed very boring (as well as air units, though the CAS bomber helped quite a bit). I'd suggest maybe including a Littoral Combat Ship (http://en.wikipedia.org/wiki/Littoral_combat_ship) that gains large defense bonus for fighting in coastal areas. Just a thought.

Sea and Land mines. Tricky, I know, but these actually worked great in a Civ3 mod I used to play. The mines were considered stealthed and would severely damage any unit that entered their square as well as stopping their proggresion. Considering that most land pushes are done by 10+ units, harming 1 unit and stopping it's progress probably won't do much so maybe just sea mines? This would add a new dimension to sea warfare, though I suppose it would be tricky to 'teach' the AI how to use them.

More/new random events, perhaps ones that could spark wars?

Future Techs: I don't remember where I saw this but there was a mod that added random bonuses to future techs such as +2 experience points for all units, +gold/hammer/food for certain buildings, etc... It didn't add any new techs, buildings or units; random future techs simply gave some small bonus.

Rework Drill for Naval units, at the highest level it gives a bonus vs mounted units...

Anti-ship promotion for air units. Wish I remembered the mod but it gave air units bonus damage vs ships at the cost of damage vs land units. I played an Earth map as america and this promotion would've saved me a ton of trouble when China sent invasion fleets across the pacific at the west coast.

Like I said in previous post, I love this mod, simply throwing ideas out there. I know most of my ideas are based around the endgame but in all honesty I feel that the endgame is the least developed part of the game. Sure it has more units but once you hit Future Tech the game's pretty much over unless you go to war.
 
Been away for a while, glad to see Merged is still going strong. This is by far my favorite mod, adds a lot without getting ridicolous (and avoids the Next War crap >.<). I played latest version, runs very well, nice job Ninja2.

Thank you! :D

Here's a few thoughts:

Why does the AI always know where my freakin subs are?

It can't. The rules for subspotting are the same for you and the AI. The mechanic for spotting, though, are such that if a ship passes your sub, it might have three adjacent tiles when it passes. For EACH of the three tiles, the spotting check is performed. If you think the odds are too high, you can adjust this in CvDefinesAlt.xml

Have you considered adding helicopter transports for infantry units? I've played a lot of games lately where a heli lift for some infantry would've been great for taking some enemy cities and resources that were just off the coast and out of range of paratroopers. I ended up having to reroute a battlegroup to defend a couple of transports for a grand distance of 2 coastal squares :)

Yes, I have considered helicopters. The AI won't know how to use it, and I am not skilled enough to begin writing code for it for this purpose. :( So, in the end it will just give the human another tactical advantage.

I can't remember what mod it was, but there was the Area 51 national wonder that you had to build in order to build stealth units. Your thoughts on including that? If I recall you needed Aluminum, Oil, Coal, Iron and Uranium in order to build it, basically to ensure that only the most powerful civs could build stealth units. Kind of makes sense in my opinion since in the real world only the US has stealth aircraft, yet in civ anybody can make as long as they have aluminum and oil. Always been a pet peeve of mine how stealth technology is basically handed out in civ.

I understand. I always figured that the Stealth technology in the game in itself was an Area 51 investment kind of thing. The Stealth tech is a dead-end anyways.

I think I brought this up long ago, how about giving subs the ability to 'bombard' ships in port, like aircraft can for a chance to sink them?

Interesting idea. I'll put it on my to-do list. Maybe give the subs double damage or something... the primary concern is that the AI will put it's ships in port if they are outmatched, and they might then just become sitting ducks even more...

Alien invasion mod, as mentioned in the General Discussion forum :) Would absolutely love to play a game with a random chance for an invasion to occur.

Nope. You want alien invasions, but not next war? :D

All ships receive 10% bonus defense on coastal waters, which is extremely odd considering the last thing modern warships want is to be anywhere near a coast. I love the variety of land units for different specialized roles but water units have always seemed very boring (as well as air units, though the CAS bomber helped quite a bit). I'd suggest maybe including a Littoral Combat Ship (http://en.wikipedia.org/wiki/Littoral_combat_ship) that gains large defense bonus for fighting in coastal areas. Just a thought.

Well, I am reviewing the whole naval progression. I'm not 100% satisfied with it. I'm not saying that LCS's are coming (I also have no graphics for it), but I might make a promotion for it.

Sea and Land mines. Tricky, I know, but these actually worked great in a Civ3 mod I used to play. The mines were considered stealthed and would severely damage any unit that entered their square as well as stopping their proggresion. Considering that most land pushes are done by 10+ units, harming 1 unit and stopping it's progress probably won't do much so maybe just sea mines? This would add a new dimension to sea warfare, though I suppose it would be tricky to 'teach' the AI how to use them.

I wouldn't know how to begin doing this. :confused:

More/new random events, perhaps ones that could spark wars?

I never play with random events, but I think there are some mods that are purely more events?

Future Techs: I don't remember where I saw this but there was a mod that added random bonuses to future techs such as +2 experience points for all units, +gold/hammer/food for certain buildings, etc... It didn't add any new techs, buildings or units; random future techs simply gave some small bonus.

Hmm, might be interesting. Do you have a link for it?

Rework Drill for Naval units, at the highest level it gives a bonus vs mounted units...

Anti-ship promotion for air units. Wish I remembered the mod but it gave air units bonus damage vs ships at the cost of damage vs land units. I played an Earth map as america and this promotion would've saved me a ton of trouble when China sent invasion fleets across the pacific at the west coast.

I'll look into this, for sure. I think there is a lot of potential for improving promotions for sea and air units.

Like I said in previous post, I love this mod, simply throwing ideas out there. I know most of my ideas are based around the endgame but in all honesty I feel that the endgame is the least developed part of the game. Sure it has more units but once you hit Future Tech the game's pretty much over unless you go to war.

Thanks a lot for the input! Sometimes, I need some inspiration to get going again, and input like this is just that! :)
 
Are there ethnic citystyles?

Yes, there is. The Wolfschanze mod included ethnic citystyles, but I am not sure what version he ended up with.
 
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