[BtS MOD] Wolfshanze 1850-1920 Enhancement Mod v2.0

I don't. Split hairs? WWII subs (both German and Allied) were a class apart from the WWI variety. Had Nazi Germany been able - and prepared - to build U-boats in quantities, they might have starved Britain.
I'm not talking in real-life... obviously WWII subs were much better then WWI subs... I'm talking about in Civ4... I don't want a sub with LESS then 24 strength (the current sub value), and I'm not really fond of making the sub any stronger then 24 strength...

So... in Civ4, creating a sub simply for the sake of seperating WWI from WWII won't leave me much room in the combat value to justify it... in layman's terms... "splitting hairs".

I've created ships where I consider room to be in combat value... I have str-28 & str-32 nuclear subs and str-24 diesel-electric subs... I'm not really thinking there's anything to gain gameplay-wise in making a str-23 WWI sub and a str-25 WWII sub. I'm happy with the "multi-age" diesel electric sub I currently have (three subs total)... I don't think we need a 4th sub class... just my opinon. Heck, it'd be better to argue splitting-up Musketmen... we have ONE musketman unit that covers hundreds of years of musket use and development... that's a lot more then 30 years or so of diesel-electric subs.
 
The Musketman idea isn't bad, but wouldn't you also have to split Grens?

One idea I did have

Take City raider from Tanks, as Tanks tend to suck in City Combat, and make a new line of infantry for Grens and Marines (maybe Paratroopers) that can get CR promotions.
 
Point taken, Wolfshanze! (As both Musketmen and WWII subs seem beyond the scope of a 1850-1920 enhancement mod, I was just splitting hairs. BTW the musket was still in use in the Napoleonic era and beyond; the American Civil War - there have been others - seems to have done what WWII did for tanks, planes and submarines.);)
 
One idea I did have

Take City raider from Tanks, as Tanks tend to suck in City Combat, and make a new line of infantry for Grens and Marines (maybe Paratroopers) that can get CR promotions.
It's a thought... that's a major gameplay change though. Really, to be honest, if one were to do something like that, might as well open-up CR to ALL gunpowder units and remove it from all tanks.
 
That might be too major of a change. I can see gunships getting CR as well.

Most of the games I have played (on noble- I seem to suck when playing at a serious handicap) I tend to finish before gunships- usually marines,paratroopers, and early tanks win it for me.

As for the Musketmen- maybe Fusiliers and Arquebusiers?

However, if you do that, I'd like to see Ren-era Cav expanded on as well, maybe Hussars, Dragoons, and Curiassiers all promoting to Cavalry and each of the ren units having different strengths?

Dragoons would be 12 STR
Curiassiers would not be able to withdraw well, but would get a +25% vs cavalry?
Hussars would be 10STR but with a better withdraw, and immune to first strikes?

Just off the top of my head.
 
As for the Musketmen- maybe Fusiliers and Arquebusiers?

Good one.

However, if you do that, I'd like to see Ren-era Cav expanded on as well, maybe Hussars, Dragoons, and Curiassiers all promoting to Cavalry and each of the ren units having different strengths?

Dragoons would be 12 STR
Curiassiers would not be able to withdraw well, but would get a +25% vs cavalry?
Hussars would be 10STR but with a better withdraw, and immune to first strikes?

Just off the top of my head.

Your head works fine, it seems.
 
So... in Civ4, creating a sub simply for the sake of seperating WWI from WWII won't leave me much room in the combat value to justify it... in layman's terms... "splitting hairs".
There's also the lack of any pre-WWII sub models that make that entire idea rather difficult in the first place. :lol:


However, if you do that, I'd like to see Ren-era Cav expanded on as well, maybe Hussars, Dragoons, and Curiassiers all promoting to Cavalry and each of the ren units having different strengths?
Making Hussars would kind of take away the unique unit for a couple of custom civs (Hungary and Poland), so it might be best to shy away from that one. As for dragoons, it would be kind of hard to give a proper animation for them, since they were infantry trained to fight on foot but transported themselves by horse. That would certainly make for an interesting unit, but in all honesty, how would that really fit in to the whole Civ4 system without adding new techs to stretch out that time period?
 
I'm really fine with one diesel-electric sub and two nuclear subs.

As for ground combat, I'm not really looking to shake much up in that arena in my mod. I'd need a LOT more custom units if I were to start splitting up muskets and what-not in to early and late models, plus figuring out a new combat scale.

Besides adding more flavor unit graphics, I'm not really expecting any major changes to the mod anytime soon... though I have been thinking about the expanded air combat missions... depends on how much work that may involve to integrate.

Right now, don't expect many big changes... mostly graphical at this point (for awhile anyways).
 
I really like the idea of those new air missions. The Air component of Civ seems really underpowered at this time. I think Dale said you'd have to add stuff in to units for the air missions. Unsure how it would work, but it's the one thing I really think you're missing.

The ren-era units would be nice, but I could live without them.
 
I really like the idea of those new air missions. The Air component of Civ seems really underpowered at this time. I think Dale said you'd have to add stuff in to units for the air missions. Unsure how it would work, but it's the one thing I really think you're missing.
I like what Dale has done, but I do need to sit-back and look to see just how easy/hard it would be to integrate into my mod. I don't have a lot of spare time right now... but at some point I'll probably do some serious number crunching into that aspect.
 
Available for download now... Wolfshanze Mod v2.5...

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New in v2.5
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Fixed bug introduced in v2.4 on 34 & 33-civ player scenarios with bugged German Yellow flag

Added SevenSpirits "NewWorld" map script... a good companion for Perfect World already included.

Rearranged national colors

New flags for:
Arabia
Celts
China
Ethiopia
India
Khmer
Ottoman
Persia
Portugal
Rome
Vikings
Zulu

New models/skins for:
Dutch Pikeman
Dutch Fokker DXXI Fighter
Dutch Fokker TV Bomber
German Brandenburg class Pre-Dreadnought
German Type-VIIC U-Boat
German Graf Zeppelin Carrier
Roman War Elephant


***********
Notes
***********
Compatible with Wolfshanze Mod v2.4 saved games* (in theory).
Not compatible with Wolfshanze mod v2.3 and earlier saved games.

*If resuming a v2.4 saved game, the new flags should kick-in, but the new civ border colors will remain as they were in v2.4. To get both the new flags and the new civ colors, you'll need to start a new game... otherwise, new graphics and flags should appear in v2.4 saved games. Of course, starting a new game from scratch, you'll get all the new goodies!

Thanks to General Matt for working all night and day to get the SMS Brandenburg out the gate in time for this release...
 
Looks good, I am going to have to give this a try. :)
 
Gah, I keep double clicking..
 
Tried this mod yesterday, looks very sharp. I'm not a big fan of huge game modification, but yours seems to be perfect for me.
 
downloaded v2.5 and have been having a great game as Germans.

for those of you who might be interested i have some thoughts on how to "drag out" the industrial era in order to enjoy the new units for a longer period of time...

first of all: marathon speed. drags a bit in the early game but pays off later.

i also set tech to "no tech brokering" to slow down the exchange of techs among the AI civs, but still allows me to cash in for max value on the techs I research. to slow down the advance of tech even more, try "no tech trading". No tech trading can be quite the challenge on prince level.

i chose the Terra map, because then you have the new world to discover and conquer, and since the AI seems reluctant to colonize there you will find it a GREAT place to send your Industrial era units to enjoy a second life killing barbs. the key to playing on the terra map is to set barbs to "raging", so that they will build large cities in the new world and defend them like angry ants. (maybe that's why the AI civs seem reluctant to settle there...). Just make sure in your early game to provide your workers with armed escorts and keep at least two units in all your cities as garrisons. The barbs WILL come and get you.

i also choose a huge map, prince level (gotta make it challenging to obtain military supremacy), and pick 12 civs or so to compete with, and i choose all the "pals" from WWII (Stalin, Roosevelt, Mao, Hirohito, Churchill, DeGalle, etc.), plus i throw in some of the tougher civs like Darius, Zara, and Willem, and also Boudica for some eye candy. :drool: (i know, pathetic!!!)

recently, i've been tossing out the space race, as i would rather focus on either a cultural, domination, or conquering victory. can't stand the UN, or time limits for that matter, but these are all personal choices, obviously.

anyway, so far this formula has made for a great game. i figure if i'm going to play this mod, i might as well max my enjoyment of all those cool units.

amazing job, Wolf! much kudos... :bowdown:
 
Great mod! Can I suggest that you compleatly remove classic and medieval age? Concentrate on the rest! Too many mods tries to add to the whole game. Don't get me wrong if you don't like this idea. But this way you could slow down the game, and add more techs and such. Yes I know you can start at a later era and have it slow.
 
I realized that the Rifleman has been modified with a +25% vs Grenadier. If we consider that Grenadier now have city-attack bonus instead of Rifleman attack bonus, we can say that he is sort of useless when Rifleman comes in the game.
Can you explain the idea behind those modifications?

Edit: I know that your mod focuses mainly on several missing unit classes between the 1850s to the 1920s, but did you think about a helicopter transport for the end game era? Could be fun to have, don't you think?
 
I don't have a huge problem with Grenadiers becoming useless when Riflemen come into the game.

A similar change is the removal of blitz capability from ships.

At first I was going to object to these changes and ask why. Then I actually put some thought into it :eek: and realized they were probably good changes.

The only possible objection I can really see is that the changes are debatable. It's not clear-cut, and appears to simply be Wolfshanze's own personal opinion. Not that he's not entitled to such, of course. It's his mod.

Regardless, it would be interesting to hear why you thought the changes were a good idea, Wolfshanze.

Wodan
 
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