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

What's the status on the Motorized Infantry, would that be in 2.86? That's the one addition I'm looking forward to right now.
 
What's the status on the Motorized Infantry, would that be in 2.86? That's the one addition I'm looking forward to right now.

Well since we are talking about 2.86, let me just say I too am stoked about this. New wardrums sound awesome as well. Course I don't expect the next update for a while, the last one looked like quite a bit of work, and scouring through the XML and setting up all the ethnic variations for a motorized infantry unit along with how this will change the Mech Inf and regular infantry graphics, well it looks like alot of work. Plus I just updated the WolfRevolution mod to wolfshanze 2.85, I'd rather wait off a bit before updating again ;). One thing though to consider in the next build is the Communism and Fascism techs, the AI beelines them pretty hard for those free Great People units, and In two test games so far I've seen the AI get these before techs like muskets even. I think you should add steam power to Communism, and Military Tradition to Fascism as reqs to curtail these beelines, both these techs are industrial era and it's weird seeing them enter the game in the early-mid renesaince.
 
Just a quick comment, I am play a game as good old bony and the new unit progression in the middle ages to early industrial revolution is absolutely fantastic. The siege, cavalry and infantry units seem spaced apart just right in techs to get good play out of each era between classical and the early industrial. I could have sworn I was fighting the thirty years war with all that medieaval infantry running around between the odd bombard and musketman. Plus I launched an amphibious invasion with cogs which was a really nice both for flavour and the fact I didn't have to build a ridiculously large fleet of galleys. My galleases fought off other galleases and all in all it seemed like I have finally had a proper late medieaval/early renaissance kind of war!

I like the sounds of having ethnic war drums, it would just be another of those fantastic touches that make this mod such a professional look and feel.
 
Just a quick comment, I am play a game as good old bony and the new unit progression in the middle ages to early industrial revolution is absolutely fantastic. The siege, cavalry and infantry units seem spaced apart just right in techs to get good play out of each era between classical and the early industrial. I could have sworn I was fighting the thirty years war with all that medieaval infantry running around between the odd bombard and musketman. Plus I launched an amphibious invasion with cogs which was a really nice both for flavour and the fact I didn't have to build a ridiculously large fleet of galleys. My galleases fought off other galleases and all in all it seemed like I have finally had a proper late medieaval/early renaissance kind of war!
Thanks for the recap... sounds like fun! Glad you are enjoying the new changes.


What's the status on the Motorized Infantry, would that be in 2.86? That's the one addition I'm looking forward to right now.
I still plan on doing Motorized Infantry at some point (preferably sooner then later)... one of my main problems with implementing it was that I was never happy with how Mechanized Infantry was handled.

I've realized both what has always bugged me and how I will more-then-likely resolve the problem... but it's going to be another one of those "major redos" of graphics overhaul and it will require a lot of work on my part... certainly after all the "backbreaking" work that went-into v2.85... I'm not really in the mood to tackle it at this second, but I do intend on doing it at some point (and once again, I'd rather it be v2.86 or v2.87 then v2.98 or v2.99.

In my view, INFANTRY are what holds/defends cities... and my view of INFANTRY is well... INFANTRY... ie: guys on foot. It's always bugged me that when you reach the techs for Mechanized Infantry, you end-up building nothing but... well... mechanized VEHICLES to defend your cities, and the view/image of foot soldiers is gone. Others also complain about the lack of "modern" infantry (as the only infantry I have in the mod are WWII-era infantry). Others (obviously) want a motorized infantry of WWII-era to keep up with the tanks... but like I said, I just know if I allow this, we're going to have a bajillion VEHICLES defending cities again if I make WWII Motorized Infantry the same way the modern infantry is done (just showing the troop-carrier)... so I'll solve my delima this way.

I'm going to do the "Oromo Warrior" trick, and use three different models for one infantry group. Instead of seeing three infantry or one vehicle, I'll just do one vehicle and two (flanking) foot soldiers for the motorized/mechanized infantry, and I can do this for both the WWII and modern era types... I'll use a different/modern infantry graphic for the flanking troops for modern mechanized infantry... so yes... it can be done, and yes, I have plans to do this... but my solution is going to require a LOT of digging/colecting for graphics for 36 civs, both for WWII troop carriers and modern infantry models (of which I know they're both out there), and of course a TON of XML work.

So yes, it's in the plans, and it's a sooner-then-later sort of thing, but don't expect to see v2.86 with all the motorized/mechanized infantry changes to show up in a couple of days! It may also get pushed-back to v2.87 or 2.88 depending on my mood, motivation and available time.

For now, I'm just going to kick-back and spend a little time playing v2.86beta (already a new version in-the-works since I added the ethnic wardrums... I'm fighting Saladin right now... that darn sweeping arabian music is cool... too bad it won't save him!).

Oh... the ethnic wardrum music is coming along nicely, and it's incredibly easy to implement... three minor XML file tweaks per ethnic wardrum set, and of-course finding/setting the volume correctly on each wardrum (setting the volume to match the game is the most time-consuming). I've completed an Arab, Egyptian and mainland Asia set... will do a unique Mongol one (just found a cool one) and probably will do a unique set for Japan (or may wuss-out and re-use the Asian one, cuz it's pretty darn cool... just depends on what I can dig-up for Japan).

Speaking of the mainland Asian wardrum set, it's based on Huang Jin Jia from the Curse of the Golden Flower Soundtrack (click on the Huang Jin Jia sample on this-link to get an idea of what I'm talking about... I have the full version for the wardrums).

I'm slow-burning this though. Don't expect to see a "commercial" release of v2.86 anytime soon... unless a lynch mob shows-up demanding my ethnic wardrums immediately or something. I still want to PLAY with all the work I just put into v2.85.
 
hehe, you are too good to us fans! i was kidding about the next release, because it's crazy how well you support your MOD :crazyeye: (in a good way, of course). the troops changes sound savory- don't forget that you could always have a Halftrack which is succeptible to anti-tank but can get 1 movement infantry somewhere in a hurry.. then the player has to really pay attention to disembarking like in reality, when it's not so cool to burn to death inside a vehicle :) even today, there is no super-vehicle and there will never be one, due to the level of firepower always available, so like today, the mobile infantry are for the point of being fast rather than being good in combat survival once hit / armor, despite cool armor advancements. i suppose AI will never take advantage of this sort of thing though (thanks Firaxis! NOT)
 
Could we get your address so we know where to send the mob:trouble::banana::run::old:
You wouldn't want to beat my doors down just yet... wait till you hear what I have planned for the Zulu!
 
Love the mod, but have a gripe with naval units in general. Why can't ships have naval bombardment of land units?

Can't we give them the buttons for air strikes and no interception? I want my marines to assault behind some good 18" shelling!
 
Love the mod, but have a gripe with naval units in general. Why can't ships have naval bombardment of land units?

Can't we give them the buttons for air strikes and no interception? I want my marines to assault behind some good 18" shelling!

Tutorial on adding bombard to units can be found in the middle of this page: http://forums.civfanatics.com/showthread.php?t=292578&page=5 (8th post)
It's fairly simple to do, just requires a little XML editing in the CivUnitInfos file.

Edit: Wolf, I know you like me think the quests often times have too high of # of cities and buildings needed to complete the quest. Aparently according to Refar this variable is defined in the WorldInfo.xml file. Unfortunately it is tied to the # of starting civs...

http://forums.civfanatics.com/showthread.php?t=297400

Further Edit: Looks like the # of stuff you need for quests can be changed in Python. Dresden made a post about it in the same thread above. Looking through the code, you can see stuff like this for the calculations for many of the events. From ...\Assets\Python\EntryPoints\CvRandomEventInterface.py:
Code:
######## BLESSED SEA ###########

def getHelpBlessedSea1(argsList):
	iEvent = argsList[0]
	kTriggeredData = argsList[1]
	
	map = gc.getMap()
	iOurMinLandmass = (3 * gc.getWorldInfo(map.getWorldSize()).[B]getDefaultPlayers[/B]()) / 2
	
	szHelp = localText.getText("TXT_KEY_EVENT_BLESSED_SEA_HELP", (iOurMinLandmass, ))	

	return szHelp
Many such instances in the code. The issue, like most modding would be rolling the sleeves up and digging into these. The getDefaultPlayers references would need to be replaced by a different XML tag in WorldInfo.xml like NumFreeBuildingBonuses. Then the formula would need to be adjusted so it was balanced. Getting the formulas to work right would be quite a bit of work. Of course the reward is that this would get rid of the insane requirements like build 18 stables.
 
In my view, INFANTRY are what holds/defends cities... and my view of INFANTRY is well... INFANTRY... ie: guys on foot. It's always bugged me that when you reach the techs for Mechanized Infantry, you end-up building nothing but... well... mechanized VEHICLES to defend your cities, and the view/image of foot soldiers is gone. Others also complain about the lack of "modern" infantry (as the only infantry I have in the mod are WWII-era infantry). Others (obviously) want a motorized infantry of WWII-era to keep up with the tanks... but like I said, I just know if I allow this, we're going to have a bajillion VEHICLES defending cities again if I make WWII Motorized Infantry the same way the modern infantry is done (just showing the troop-carrier)... so I'll solve my delima this way.


Sweet. Looks like i'll get at least part of what I wanted.

As for the Motorized Infantry / Modern Infantry, why couldn't you seperate them? Wouldn't it just basically be an extension of Cavalry? Break into two units, give Motorized Infantry a faster speed but no defense bonus, give Modern Infantry the defense bonus and slower speed. As it stands now Cavalry irks the hell out of me too.......I have relatively modern armies with machine guns, tanks, etc.......and I have no upgrade of Cavalry until Gunships! Cavalry-->WWII Motorized Infantry-->Modern Motorized Infantry works better. Don't know where the gunship fits in all of that, though.

That way, you don't use Motor Inf. to defend cities.

And honestly, it SOUNDS like twice the work.....but it's really not, because you are gonna need the graphics for both for your idea anyway.
 
Tank units in WWII were old cavalry units, so Cavalry upgrades to Early Tank in this.

Kinda wish in cases like this where units promote to an entirely different unit, that they lost all XP and started at 2XP (5XP if GG in city or civ has West Point/Pentagon)

As for Motorized Inf defending cities, they had the tools to do so, they just used the halftracks/jeeps to get there faster. Think dragoons from Ren era.
 
As for the Motorized Infantry / Modern Infantry, why couldn't you seperate them? Wouldn't it just basically be an extension of Cavalry?
I have no idea what you're talking about, because I clearly stated I intended on having two eras of motorized/mechanized infantry... a WWII version and a "modern" version.


As it stands now Cavalry irks the hell out of me too.......I have relatively modern armies with machine guns, tanks, etc.......and I have no upgrade of Cavalry until Gunships! Cavalry-->WWII Motorized Infantry-->Modern Motorized Infantry works better. Don't know where the gunship fits in all of that, though.
Okay... now you've made it painfully obvious you've never once played the Wolfshanze Mod, since I've had Cavalry upgrading to Early WWI tanks and WWII tanks since v2.0 well over a year ago. Why are you talking in my thread about things that have nothing to do with my mod? If you're going to complain about Cavalry that can only upgrade to Gunships, go complain to Firaxis, I changed that a long, LONG time ago, and it's clear you've never played my mod if you didn't know that.


Kinda wish in cases like this where units promote to an entirely different unit, that they lost all XP and started at 2XP
They lose enough to make them more-or-less never get another promotion. Whenever you upgrade ANY unit, no matter how similar (say Musket to Rifle) you lose ALL experience you have gained over a value of "10". So if you have/had a 28-exp-point unit (lets say Maceman) with CR3 and a couple of other promotions, and you upgrade him to a Musketman, you now have a 10-exp-point unit (you keep your promotions, but just lost 18 hard-won experience points, and you are still treated like a "28ep" unit for your next promotion goal... even though you actually only have 10ep). This is a default setting of the game... nothing to do with my mod, but it's a hard lesson... this applies across the board (including naval units).

That's pretty-similar to your wish... the only exception to this rule is if the unit is attached to a GG... they get to keep their experience when they upgrade.
 
no offense, arstal, but c'mon - just disband those units, don't upgrade them, if it's such a problem :p (love your avatar, btw, very original and cute - cute, in a 'aww - where'd my hand go' kind of way - no sarcasm intended).

Wolfskins and Bearshirts, why I do believe I feel at home.:cool:

GG being a free upgrade has been one of the best ideas Firaxis ever came up with - remember Civ3? oi... Mr. Wolf, do you happen to know where the information on how often the emergence of Great Persons happens is located? Is it unmodified in Wolfshanze and thus in BTS Xml?
 
Mr. Wolf, do you happen to know where the information on how often the emergence of Great Persons happens is located? Is it unmodified in Wolfshanze and thus in BTS Xml?
I'm not sure I follow the question... are you asking where you can find-out when the next GP is coming, or how/where the game-formula for calculating GP generation is? If it's the former, you can simply click "F1" in-game and get when the next GP is coming in any city... if it's the latter, I'm not sure... and no, I haven't altered it in any way for the Wolfshanze Mod... you're getting default GP generation in my mod.
 
I have no idea what you're talking about, because I clearly stated I intended on having two eras of motorized/mechanized infantry... a WWII version and a "modern" version.



Okay... now you've made it painfully obvious you've never once played the Wolfshanze Mod, since I've had Cavalry upgrading to Early WWI tanks and WWII tanks since v2.0 well over a year ago. Why are you talking in my thread about things that have nothing to do with my mod? If you're going to complain about Cavalry that can only upgrade to Gunships, go complain to Firaxis, I changed that a long, LONG time ago, and it's clear you've never played my mod if you didn't know that.



They lose enough to make them more-or-less never get another promotion. Whenever you upgrade ANY unit, no matter how similar (say Musket to Rifle) you lose ALL experience you have gained over a value of "10". So if you have/had a 28-exp-point unit (lets say Maceman) with CR3 and a couple of other promotions, and you upgrade him to a Musketman, you now have a 10-exp-point unit (you keep your promotions, but just lost 18 hard-won experience points, and you are still treated like a "28ep" unit for your next promotion goal... even though you actually only have 10ep). This is a default setting of the game... nothing to do with my mod, but it's a hard lesson... this applies across the board (including naval units).

That's pretty-similar to your wish... the only exception to this rule is if the unit is attached to a GG... they get to keep their experience when they upgrade.

Actually, I knew you did that. That's why I said that. It's one of your best logical changes, and why I like your mod- you add more logic to the game. I even said in the above post that Cavalry upgrades to early tank.

I know about the 10XP rule, but with those promotions you don't need any more. You'll get your XP to get one more promotion anyways. Generally for me to get a lot of CRIII Heavy Footies, I have to have had a GG or two already, which I usually do to get built units at CRII or CRIII.
 
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