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

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


Congratulations for the nice mod. It may sounds greedy, but I would realy like to see some minor changes in your mod. I know it is your mod and you can do what ever you want with it. But please, take this a suggestion:

New units/units mods:
Bombards - comes with Gunpowder. A midage canon, str 8.
Special forces - Comme with computers. Str 28, +50% vs all siege units, paradrop ability, +30% Withdrawal Chance, start with commando, march, mobility, pinch and sentry promotion (MAX 4 units/empire, can only be build in city with Military Academy).
Helicopter transports - can drop 2 units on short distances.
Cossacks start with blitz.

Promotion mods:
Assault units (Grenadiers, Marines, Paratroopers, Special Forces) should be able to have City Raider promotion. Tanks should not.

New tech/Tech mod:
Castle becomes available with Feudalism.
A free great prophet with Divine Right.
 
Ren-era siege unit is the Cannon- it comes earlier in this mod (Chemistry)- works fine that way

Castle change would overpower feudalism.

The other changes sound good though- suggested a couple of them.
 
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?

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.

Regardless, it would be interesting to hear why you thought the changes were a good idea, Wolfshanze.
Some clarifications need to be spelled-out here...

Grenadiers get a 25% bonus when attacking cities (they always were siege specialists).

Riflemen don't get a flat 25% bonus against Grenadiers... they get a 25% bonus when defending against Grenadiers. There's a differance. This represents the historical shift of warfare from offense to defense at this time... when the Rifle began to appear on the stage, it took-over most wars... cavalry charges, major offensives, etc, etc, tended to bog-down in most wars once the rifle appeared on the scene. Longer, more accurate fire, and no real counter until tanks and airplanes (or bigger artillery) shows the focus of warfare favoring the defense...

Another clarification... while technically Blitz was removed from ships, it was in-fact replaced with something just like it, only easier to get. In my games, I have found naval experience harder to come by and more-rare then gaining experience for land units. To get Blitz for naval units, you had to have at-least Combat-3 to get it... meaning you had to be a minimum of level-4 or 5 to get it (assuming you did nothing else but try and get Blitz). I made a NEW PROMOTION called "Gunnery Control" which acts just like Blitz (multiple attacks in the same turn) and it's easier to get (can be gotten after only Combat-1 promotion)... but Gunnery Control is only awarded to more modern turreted ships (Pre-Dreadnoughts and above)... I just can't picture a sailed-frigate plowing through 3 or 4 enemy Triremes in a single turn, but I could sure imagine a Dreadnought or Battleship plowing through 3 or 4 frigates in a single turn. Hence the change... "Gunnery Control" acts just-like Blitz, but it's easier to get now and only given to more modern ships to represent something they should be able to do (engage multiple targets in a single turn). Mind you, Blitz is only really handy for dealing-out punishment to much weaker (aka: outdated ships) opponents, because you'll be far too wounded to fight multiple similar age units in the same turn.

That's my opinion/reasons for the questions you guys asked.
 
I just can't picture a sailed-frigate plowing through 3 or 4 enemy Triremes in a single turn, but I could sure imagine a Dreadnought or Battleship plowing through 3 or 4 frigates in a single turn.

Actually, on the tactical level, most land battles consist of multiple attacks (and counterattacks); it's what defines a battle. In Civ terms this is ofcourse near impossible to recreate - you need at least a Panzer army of 3 to simukate this (Civ3 took a good shot at it with the Army concept, plus it actually looked good).

BTW, good one one the Grenadier-Rifleman redefinition!;)
 
Bottom line, I didn't remove "Blitz" from naval units per se... the ability is still there (under a differant name), but it's now actually easier to get... it's just now focused to more modern units... multi-turreted warships from the pre-dreadnought age and more modern ships can have it with just a couple of promotions instead of many.
 
I've tried this mod out and though I kinda didn't like it at first due to missing triremes, I've found that I loved it by the time I got to the renaissance, industrial, and modern eras! \o/

... Though it kinda sucks that my uber awesome navy's useless in my current game, but eh. Ah well, you can't win them all.

Also, I would like to suggest adding the defensive promotions and the Pinch promotion to machine guns, but that might make them a bit too powerful. .-.

Though, how about a medic unit? You know, like the supply trains (with Medic I) from the Charlemagne scenario for everything before the modern era, and then a Paramedic unit (with Medic II, perhaps?) for when one gets Medicine? I kinda hate having to waste promotions on some units just to get my healing rate up.
 
Okay... I've made (yet again) a newer version of the Wolfshanze Mod... but I'm not sure if I want to release it, because it breaks all prior version saved-games (drat)... but I like what's been done in this version a lot.

Something I've wanted to do for a long time, and I suppose I'll cave-in to a few requests I've gotten...

I've finally added light bombers to the game... in-between fighters and bombers in abilities, cost and role... they don't cause collateral damage, but they're cheaper then bombers, can be based on carriers and are a LOT more effective then other contemporary units against enemy ships. They are also what you upgrade Zeppelins to (the "light bombers" of WWI). Think TBF Avengers, Vals and Stukas.

Also, a few requests here and in PMs for another carrier class, so I caved-in... "Supercarriers" now come with Fission and Advanced Flight... a little tougher then normal carriers and carries more aircraft. I also had enough good models to split carriers into two groups graphically (WWII and more modern).

Like I said... because of the new units, it breaks saved games from older versions... so I think I'll sit on it for awhile and collect a few more new skins/models.
 
I've tried this mod out and though I kinda didn't like it at first due to missing triremes
Huh? What missing triremes? I didn't touch them or modify them in any way?!?! :confused:
 
Okay... I've made (yet again) a newer version of the Wolfshanze Mod... but I'm not sure if I want to release it, because it breaks all prior version saved-games (drat)... but I like what's been done in this version a lot.

release it anyway,it will break savegames at some time and people can choose whether to stick with the old version and finish their game before downloading the new one or make the jump right away ;)

I've finally added light bombers to the game... in-between fighters and bombers in abilities, cost and role... they don't cause collateral damage, but they're cheaper then bombers, can be based on carriers and are a LOT more effective then other contemporary units against enemy ships. They are also what you upgrade Zeppelins to (the "light bombers" of WWI). Think TBF Avengers, Vals and Stukas.

I like the idea but so far I have refrained from adding them as those bombers look too similar to fighters for me.

[/QUOTE]Also, a few requests here and in PMs for another carrier class, so I caved-in... "Supercarriers" now come with Fission and Advanced Flight... a little tougher then normal carriers and carries more aircraft. I also had enough good models to split carriers into two groups graphically (WWII and more modern).[/QUOTE]

I did the split in 0.80, but have decided to move the civ carriers (which now are my supercarriers) up the food chain beyond Flight as well past 0.80. I probably will still do some changes to my early carriers though (or maybe both).

Will take a look at how you did them ;)

ok, just a long way of saying release right away I guess ;)
 
I like the idea but so far I have refrained from adding them as those bombers look too similar to fighters for me.
It's something I've been contemplating and debating almost from the start of my Civ4 modding. I've seen others use them as "light bombers" and still others use them as "fighter bombers".

To me, I'm using them strictly as light bombers... no ability to attack other aircraft... think of them as the WWII equivelant to the Zeppelin airship. They strike harder then fighters, lighter then bombers, but the main reason is how they work with carriers... I was never happy having ONLY fighters on carriers, but of course you can't put big bombers on carriers...

My main hold-up on implementing light bombers was "what to upgrade them to"... pretty much everyone else has added some sort of "third jet" aircraft to the game, which I didn't agree with at all... like splitting hairs between the role of the Eurofighter and the Tornado... they're both multi-role aircraft... as are most jets in the modern world... which is when it finally dawned on me... there simply shouldn't be a third jet... the light bomber was (historically) replaced by the modern multi-role jet fighter.

So, I basically have Zeppelin to Light Bomber and back to multi-role Jet Fighter. The biggest thing was ensuring the light bomber was very effective against naval units, and it's twice as effective as the Zeppelin in my version, but more vulnerable to enemy fighters then bombers are.

I did the split in 0.80, but have decided to move the civ carriers (which now are my supercarriers) up the food chain beyond Flight as well past 0.80. I probably will still do some changes to my early carriers though (or maybe both).

Will take a look at how you did them ;)

ok, just a long way of saying release right away I guess ;)
Supercarriers are just beefier on defense, carry more aircraft and use uranium instead of oil... mostly a graphical change with an extra capacity.

Maybe I'll release sometime this weekend... dunno.
 
In Civ4 terms/game-limitations, there's really not much point in making multiple versions of carriers... sure I could change a stat or two, and make one for Oil and one use Uranium... maybe have one carry more planes then the other... the main role of the carrier in Civ4 is just to carry planes, and that doesn't really change much between periods... gun ships make major changes between periods... the carriers... not so much (at least as far as Civ4 shows).

Well, one of the big problems with Civ4 in terms of accurately portraying the differences and limitations of different types of ships is that range isn't accounted for. Between an oil-powered carrier and a nuclear carrier - or between a diesel-electric sub and a nuclear sub - the most striking difference is that nuclear vessels can be deployed anywhere around the world, at an unlimited distance from their home port, for extended periods of time.

In the era of coal and oil powered vessels, this wasn't possible - or at least, not without sending fleets of ships carrying fuel back and forth.
 
To me, I'm using them strictly as light bombers... no ability to attack other aircraft... think of them as the WWII equivelant to the Zeppelin airship. They strike harder then fighters, lighter then bombers, but the main reason is how they work with carriers... I was never happy having ONLY fighters on carriers, but of course you can't put big bombers on carriers...

that is what I like about the idea ;) I too do not like to have fighters on carriers only, and with the introduction of carriers and supercarriers I am thinking about allowing jets and bombers on supercarriers but not regular ones.

My main hold-up on implementing light bombers was "what to upgrade them to"... pretty much everyone else has added some sort of "third jet" aircraft to the game, which I didn't agree with at all... like splitting hairs between the role of the Eurofighter and the Tornado... they're both multi-role aircraft... as are most jets in the modern world... which is when it finally dawned on me... there simply shouldn't be a third jet... the light bomber was (historically) replaced by the modern multi-role jet fighter.

I agree, no need for a 3rd unit type, maybe allow upgrades to either jet or bomber ?

Supercarriers are just beefier on defense, carry more aircraft and use uranium instead of oil... mostly a graphical change with an extra capacity.

I went the opposite direction, introducing WW2 carriers as early carriers (with less capacity) and keeping the regular carrier as the supercarrier. I will probably stick to that theme, but increase the capacities of both carriers and move the regular one a bit up the tech tree, so it doesn't follow right on the heals of my early carrier.
 
I say whenever you have a new version put it out, people can always d/l it when their games are done.
 
Well, one of the big problems with Civ4 in terms of accurately portraying the differences and limitations of different types of ships is that range isn't accounted for. Between an oil-powered carrier and a nuclear carrier - or between a diesel-electric sub and a nuclear sub - the most striking difference is that nuclear vessels can be deployed anywhere around the world, at an unlimited distance from their home port, for extended periods of time.
Agreed, not a whole lot one can do about that in Civ4. However, uranium is harder to come by then oil, so I'd say it still makes nuke ships a little more special, even if they don't have much other then the fuel source as their only in-game differance.

that is what I like about the idea ;) I too do not like to have fighters on carriers only, and with the introduction of carriers and supercarriers I am thinking about allowing jets and bombers on supercarriers but not regular ones.
Allowing bombers on carriers is not a good idea IMHO. It's just something you don't do. To allow for the changes, I just nerfed the WWII fighters combat vs naval units, and gave a bonus to light bombers & jet fighters vs naval units. The USS Nimitz does not scramble B-52s or B-2s against enemy fleets, that's just nuts... the Nimitz would launch F-14s (formerly) or F-18s (currently) carrying some smart/bomb/missile packages. A Mirage 2000 with an exocet missile is just as dangerous (if not more) as a B-1 bomber to an enemy ship... ask the Brits.

I agree, no need for a 3rd unit type, maybe allow upgrades to either jet or bomber ?
The light bomber did re-evolve back-into the modern jet fighter... not the big strategic bomber. Today's modern multi-role jets perform the same missions as the light bombers of WWII. Neither the WWII light bomber nor the modern multi-role fighter perform the same mission or have the same capacity as the strategic bomber in regards to massive strikes or carpet bombing. Light Bombers and today's multi-role jet fighters perform more precise attacks against specific targets, where-as the strategic bombers of WWII and today are capable of massive collateral damage.

Frankly, the WWII light bomber is a much closer cousin to the multi-role jet fighter then it is to the large strategic bomber.

A final "benefit" of adding Light Bombers to the WWII timeline is that it forces carrier users to seperate attack and defense roles amongst the aircraft carried on-board... just as they did in history... you have the best attackers, the light bombers and you have the best defenders, the fighters (it was important to "nerf" the WWII fighters naval attack value of course!). With a capacity of "3", you'll have to choose between how many offensive and defensive aircraft you carry on board. With the Supercarrier, comes multi-role jet fighters (with a naval attack bonus), and there is no more need to carry a mix of units... just a bunch of multi-role aircraft. With a capacity of "4", it's like having four fighters and four bombers... instead of having 1 of one and 2 of the other in WWII. Simply put, adding the light bomber to the WWII timeline just forces more strategic thinking in what you want to put on carriers or build in your cities.

I went the opposite direction, introducing WW2 carriers as early carriers (with less capacity) and keeping the regular carrier as the supercarrier. I will probably stick to that theme, but increase the capacities of both carriers and move the regular one a bit up the tech tree, so it doesn't follow right on the heals of my early carrier.
The exact same stats of the original carrier remains the first carrier... except the "default" graphic is Snafu's Langley, and of-course any WWII flavor carriers go to their nations (Japanese, American, German, etc). The new stats (larger defense and capacity) go to the supercarrier with a later entry date (Advanced Flight and Fission). One has to remember I also added "Air Superiority" as a new tech in-between Flight and Advanced Flight, so there's a little extra cushion there too to give plenty of use-time out of the first carrier units... and maybe it's just me, but I never seem to be in a hurry to get advanced flight anyways... I can do a lot with the WWII fighters and bombers.

Nothing wrong with the direction you went, just realize you actually delay what Firaxis had in-mind... a 3-capacity carrier at the advent of flight... you now have to wait longer for. I just left the Firaxis carrier mostly "as-is" and added a later supercarrier with a beefier defense and slightly larger capacity. Either approach is feasible though.

I say whenever you have a new version put it out, people can always d/l it when their games are done.
Yeah... I'll probably release this within the next 24hrs... with a big fat warning it will trash your current saved games!
 
The light bomber did re-evolve back-into the modern jet fighter... not the big strategic bomber. Today's modern multi-role jets perform the same missions as the light bombers of WWII. Neither the WWII light bomber nor the modern multi-role fighter perform the same mission or have the same capacity as the strategic bomber in regards to massive strikes or carpet bombing. Light Bombers and today's multi-role jet fighters perform more precise attacks against specific targets, where-as the strategic bombers of WWII and today are capable of massive collateral damage.

Frankly, the WWII light bomber is a much closer cousin to the multi-role jet fighter then it is to the large strategic bomber.

Historically speaking you are right, but in Civ terms I do not mind allowing some 'odd' upgrade paths. I figure if in Civ you can upgrade a Galleon to a Submarine, I might as well allow some more flexibility in my upgrade paths ;)

Concerning bombers on carriers, right again, so I will distinguish between fighters and jet fighters ;)
 
Huh? What missing triremes? I didn't touch them or modify them in any way?!?! :confused:
In my current game I've never seen triremes... though it could be because they might have been obsoleted by the galleas (I think?) before I even noticed them.
 
Historically speaking you are right, but in Civ terms I do not mind allowing some 'odd' upgrade paths. I figure if in Civ you can upgrade a Galleon to a Submarine, I might as well allow some more flexibility in my upgrade paths ;)

Concerning bombers on carriers, right again, so I will distinguish between fighters and jet fighters ;)
You can upgrade a Galleon to a Submarine?

Anyways, I know what you're saying... I debated what the Light Bomber would upgrade too and at first thought of allowing either...

Of course, if you allow light bombers to be on carriers, then allow them to upgrade to bombers which can't be on carriers, how does that work if the unit is currently stationed on a carrier? I avoided that whole headache (CTD waiting to happen) and just went historical.

In my current game I've never seen triremes... though it could be because they might have been obsoleted by the galleas (I think?) before I even noticed them.
The Galleass does obsolete/replace the Trireme, but there's a fairly large tech-gap between trireme and galleass in my mod... you generally won't come across the galleass until late in the middle ages... so if you're not seeing the trireme, then you're not looking to build boats until the late middle ages (in which case triremes weren't in use anyways).

The trireme is still in my mod and still requires the same techs... it just doesn't last until the frigate. If one wants to use triremes, you need to build them in ancient/classical times... by the middle ages the galleas starts to take over.
 
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