[BtS] Merged Mod

I'm going to look for those mods I mentioned. To be honest I haven't played civ or been on this site for ages. I see what you're saying about the heli transports, it makes sense. I do have a question though, how did you manage to get the AI to build and use aircraft carriers? I've NEVER seen this before, in vanilla or any mod I've ever played.
 
Just a few weird things i noticed in my last game.
Why are swordsmen...
swordy.png

more expensive then heavy footmen?
footh.png


And there is some weirdness with the assimilation mod, notice anything odd about this building list?
listi.png

Now the iconquest value for both the courthouse and the altar are set to 100, so what happened is after i conquered the city, it had a courthouse in it, and i was able to build the altar. It was pretty cool, 0 maintenance, but unintended i think.
 
Interesting. I also just noticed that you can build Motorized Infantry before you can build regular Infantry.
 
I'm going to look for those mods I mentioned. To be honest I haven't played civ or been on this site for ages. I see what you're saying about the heli transports, it makes sense. I do have a question though, how did you manage to get the AI to build and use aircraft carriers? I've NEVER seen this before, in vanilla or any mod I've ever played.

The carrier thing I think is thanks to the work of jdog5000 and the Better AI mod. I am not sure how the AI plans this - to build carriers first, and then populate them with air units, or if it builds carriers if it thinks it has sufficiently air units. If it's the latter, then perhaps the additional air units that I've put in causes more air units in general to be built, triggering the construction of more carriers. But I don't know.
 
Just a few weird things i noticed in my last game.
Why are swordsmen...
more expensive then heavy footmen?

Because Iron gives you a 100% production bonus. I did this change for Axemen (100% bonus with Copper) also. The reason is that originally, BTS had stringent requirements for these two units. You needed Copper for Axemen, and Iron for Swordsmen. So Copper was sort of the "defensive" resource, and Iron was the "offensive" resource. If you didn't have either of these two resources within your lands, you had to expand into empty territory to get it, or war for it. Early wars are difficult without at least one of these two resources, which leads to some players giving up and restarting. Wolfshanze changed this, so you needed EITHER resource for BOTH units, mostly based on historical facts I think. I thought it took away a little bit from the early game, that as a long as you had either resource, then you could build BOTH units. So, from another mod I got this idea that if I doubled the cost of the unit, but gave a 100% production bonus from Iron, I would accomplish a little of both effects - that both resources are important again, but there is some historical reality, and it's not a game breaker if you don't have both resources. The effect is that if you have Iron, Swordsman cost the same as before. If you have Copper, you can still build Swordsmen, but they're more expensive (but you can build Axemen instead).

And there is some weirdness with the assimilation mod, notice anything odd about this building list?

Now the iconquest value for both the courthouse and the altar are set to 100, so what happened is after i conquered the city, it had a courthouse in it, and i was able to build the altar. It was pretty cool, 0 maintenance, but unintended i think.

Yes, this is clearly wrong. I thought this was fixed already. Apparently, if you take over a city that has the Courthouse, you are still able to build the Altar, giving you double the intended base effect. This probably holds true for all Unique buildings (that you can build them in conquered cities, even if the "normal" building is presens), and I will strive to get it fixed.
 
Interesting. I also just noticed that you can build Motorized Infantry before you can build regular Infantry.

Ah, I see that it is in fact possible to get Combustion and Fascism, and bypassing Rifling. I will change this, so that the Motorized Infantry also needs Rifling. Do you think it should also require Assembly Line? Requiring Fascism and Combustion on top of Rifling and AL may be a little too much, but I'm not sure here...
 
Because Iron gives you a 100% production bonus. I did this change for Axemen (100% bonus with Copper) also. The reason is that originally, BTS had stringent requirements for these two units. You needed Copper for Axemen, and Iron for Swordsmen. So Copper was sort of the "defensive" resource, and Iron was the "offensive" resource. If you didn't have either of these two resources within your lands, you had to expand into empty territory to get it, or war for it. Early wars are difficult without at least one of these two resources, which leads to some players giving up and restarting. Wolfshanze changed this, so you needed EITHER resource for BOTH units, mostly based on historical facts I think. I thought it took away a little bit from the early game, that as a long as you had either resource, then you could build BOTH units. So, from another mod I got this idea that if I doubled the cost of the unit, but gave a 100% production bonus from Iron, I would accomplish a little of both effects - that both resources are important again, but there is some historical reality, and it's not a game breaker if you don't have both resources. The effect is that if you have Iron, Swordsman cost the same as before. If you have Copper, you can still build Swordsmen, but they're more expensive (but you can build Axemen instead).
Ok, i was just wondering if it was an oversight or if it was intended
 
I suppose motorized infantry could be buildable at the same time regular infantry is. I'm not good with the tech tree, you get assembly line after combustion right?
 
Oh yeah... I am playing as the Celts right now.... Their unique unit the Gallic Warrior is... less than impressive. Their hills bonus is very situational and since they are usually grouped with better defensive units such as Longbowmen or Spearmen, it makes it more useless. Would it be possible to change their UU or maybe rework it? I just hate how situational it is, and even then pretty useless. Combined with their UB Dun, it makes the Celts one of the weakest civs as far as UU and UBs.

With the change you made to Swordsmen, maybe it would be sufficent to simply reduce the cost of the Celt's Gallic Warrior.
 
I get a Memory Allocation CTD if I start a new game more than once per session. If i want to start a new game I have to exit completely out of the game and re-launch it.
 
More about promotions:

City Garrison 3 gives bonus vs melee units, kind of pointless after halfway thru game.

City Raider 3 gives bonus against gunpowder units, no other level gives bonus vs any other type of unit. Maybe like City Garrison it should simply be across the board 10% bonus.

Drill 4, 10% bonus vs naval units as well? Just to make it work for navies.

Defense promotion? Allows you to customize specific units to be defenders for your stacks.

More spitballing...
 
I'm trying to play this on multiplayer, and when someone goes into combat, the game goes out of sync. Can anyone help me on this?
 
Ah, I see that it is in fact possible to get Combustion and Fascism, and bypassing Rifling. I will change this, so that the Motorized Infantry also needs Rifling. Do you think it should also require Assembly Line? Requiring Fascism and Combustion on top of Rifling and AL may be a little too much, but I'm not sure here...

Yes, Assembly Line is definitely should be required to build Motorized Infantry. It is still Infantry (requires Assembly Line), but on trucks. Trucks also require Assembly Line ;)

Reporting more inconcistencies:
1) Building Bunker becomes available after Electricity is researched, without Flight. Why build Bunker if nobody is flying?
2) Building Bomb Shelter becomes available after Electricity is researched, without tech Fission. If we don't know about nuclear weapons, how can we build shelter from it? The Manhattan Project (which makes builing nukes possible) should not be considered for Bomb Shelter, since even if we can't build nukes ourselves yet (haven't built The Manhattan Project), we still know about them and know how to protect from them.
3) The Temple of Artemis becomes available after Polytheism. While on the timeline it was built near The Parthenon. So I think it would be better if The Temple of Artemis requires Aesthetics, too.
4) Another problem with Assimilation mod. Making example on capturing enemy city with Grocery building. My native building is Apothecary (replaces Grocery). Grocery was spared during my attacks. After city is captured grocery is replaced with Apothecary. And city can build Grocery. So I get 2 Groceries in single city.
If city doesn't have (or it didn't survive attacks) Grocery, then in list of building I have ONLY Apothecary.

So I see two ways of removing problem with Assimilation:
a) when capturing enemy citiy do not replace native buildings with my civilization's buildings.
b) when capturing enemy city destroy all native buiuldings, which have replacements with my civilization's buildings. This way is worst.

Otherwise no problems detected. Great mod! Great job, Ninja2! :goodjob: Thank you very much.
 
Yes, Assembly Line is definitely should be required to build Motorized Infantry. It is still Infantry (requires Assembly Line), but on trucks. Trucks also require Assembly Line ;)

Reporting more inconcistencies:
1) Building Bunker becomes available after Electricity is researched, without Flight. Why build Bunker if nobody is flying?
2) Building Bomb Shelter becomes available after Electricity is researched, without tech Fission. If we don't know about nuclear weapons, how can we build shelter from it? The Manhattan Project (which makes builing nukes possible) should not be considered for Bomb Shelter, since even if we can't build nukes ourselves yet (haven't built The Manhattan Project), we still know about them and know how to protect from them.
3) The Temple of Artemis becomes available after Polytheism. While on the timeline it was built near The Parthenon. So I think it would be better if The Temple of Artemis requires Aesthetics, too.
4) Another problem with Assimilation mod. Making example on capturing enemy city with Grocery building. My native building is Apothecary (replaces Grocery). Grocery was spared during my attacks. After city is captured grocery is replaced with Apothecary. And city can build Grocery. So I get 2 Groceries in single city.
If city doesn't have (or it didn't survive attacks) Grocery, then in list of building I have ONLY Apothecary.

So I see two ways of removing problem with Assimilation:
a) when capturing enemy citiy do not replace native buildings with my civilization's buildings.
b) when capturing enemy city destroy all native buiuldings, which have replacements with my civilization's buildings. This way is worst.

Otherwise no problems detected. Great mod! Great job, Ninja2! :goodjob: Thank you very much.

Sorry, I didn't see you had edited this post! :)

Motorized Infantry: Fixed.
Bunker: I'll fix this, so the Bunker becomes a SpecialBuilding. This way I can set it so when any civ has Flight, the Bunker can be built by anyone with Electricity.
Bomb Shelter: I believe this works correctly. You can build the Bomb Shelter if you have electricity, and if ANY civ has discovered Fission (it doesn't matter if they've built the Manhattan Project - the tech is the trigger). Similar technique that I'll apply for the Bunker.
Temple of Artemis: Fixed.
Assimilation bug: I'll look into it. It's not easy. :(

The next Merged Mod will also have further balance changes as to when Religious buildings can be built, a slightly modified Naval progression (I didn't cut any units), brand new promotions for ships and aircraft, and more! ;)
 
I'm trying to play this on multiplayer, and when someone goes into combat, the game goes out of sync. Can anyone help me on this?

I've believe that this is a bug from BULL, an integrated modcomp which is part of Merged Mod. I think the people behind BULL are looking to fix this.
 
Why does the AI always know where my freakin subs are?

Perhaps it's because I'm an idiot and I forgot to include the Random Invisibility component in the latest build!!! :gripe::wallbash::aargh:[pissed]:mad:

I'm so sorry about this. I will get a new version out as soon as possible.
 
NEW RELEASE! :cool: See first post for details. This is mainly a bug-fixing & balancing version, with only very limited new stuff. But I have more in the works... ;)
 
Note: This issue is on the old version 1.10 b/c im in the middle of a game, so if it was fixed then tell me. Also, this is a custom brew of mods that has served me well without major incident until now.

In the middle of my game i have begun to experience a series of crashes that seem to be tied to the diplo window for the AI, the one where you can choose to make a deal, declare war, etc, not the negotiation window. The reason i think this is that after it crashes, i can pull up the auto save for the next turn (the one that i didnt get to do b/c it crashed) and the first thing to come up is one of those diplo windows. Also clicking on the military adviser button also brought about a crash, but ive only tried that once. After a crash-reload sequence, i can do diplo just like normal, until the next time it happens. My hunch is it may have something to do with windows 7 and maybe BUG. Has anyone else had similar problems?
 
Hallo modder, gamer,
unfortunetly I "am not able to download the merged 1.11 from the filefront link.

Do you have an other link to download this interesting Mod ?

Thanks.
 
Hallo modder, gamer,
unfortunetly I "am not able to download the merged 1.11 from the filefront link.

May be Dale can establish a download link on his webpage weplayciv ?

Do you have an other link to download this interesting Mod ?

Thanks.
 
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