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

I'd Just like to say I love the work that you have done with this mod!

I think I might have spotted some promotion options that disappear with later units.

Early flyer can get the Interception promotions
ww2 and later aircraft seem to loose the ability to gain the Interception promotions?

I have seen this in game with version 2.84 but I don't have enough technical skill to check in the programming.

Thanks again for a great mod!
 
Early flyer can get the Interception promotions
ww2 and later aircraft seem to loose the ability to gain the Interception promotions?
This is an issue with BtS. BtS capped intercept % at 100%. Since fighters have a 100% intercept chance, they cannot gain any intercept promotions. There is a similar thing that can occure with flanking promotions. Niether of these issues have anything to do with the Wolfshanze mod though.
 
Yeah, the interception promotions are not really designed for airunits in 3.17, exactly for the reason phungus mentions.
 
Hints for Zulus, very nice, can we have singing Brit riflemen :D or how about the Panzer lied for German armour HeHe :lol: seriously has anyone done a Lady Thatcher ?.

PS Hope You had a good Birthday :goodjob:
 
Wolf, I can remember seeing a picture of a SAM missile Battery when they were talking about buildings going to be in Beyond The Sword but then I never saw it again once Beyond The Sword was released. Are the graphics files and effects there but unactivated at the moment? Is this like the lost units of Civilization IV, ie. the mobile artillery and the modern SAM?
 
Gotta say the new gameplay changes make the transitions between eras a lot more gradual, which is something I like.
 
Wolf, I'm peddling your mod to the Apolyton folks again. Nothing big, just replying to a thread. ;) Maybe get some more converts.

Honestly, most of the kudos you get are from newcomers, but in case we don't say it enough, long timers very much appreciate it as well. :old:
 
Wolf, I'm peddling your mod to the Apolyton folks again. Nothing big, just replying to a thread. ;) Maybe get some more converts.
Gotta link?

Honestly, most of the kudos you get are from newcomers, but in case we don't say it enough, long timers very much appreciate it as well. :old:
Thanks... got more planed for the next version... though it's nothing imminent.

Ancient European Triremes will now get a "facelift" to look like Medieval Galleys when the Medieval timeframe hits (they should be quickly obsoleted by Cogs and Galleasses' once medieval times hits anyways)... also, since the Gunpowder/Muskets tech was so successful, I'm finally going to address the horrible spot Triremes have always held on the tech tree... don't know about you guys, but I almost never build Triremes, because I rarely get the tech they require before I'm heading into Medieval times. I'm going to add a new tech between sailing and compass (and requiring bronze working) to allow for Triremes... the tech itself will be very, very cheap (think sailing or priesthood tech cost), so it won't really mess with the flow of the game, but it can't be skipped if you want to move-on to the now "medieval" compass which is required for Cogs and Galleasses'... also, since it comes after sailing, it will still give Galleys the "first appearance" without coming at the same time as Triremes, and the bronze-working will also help put-off triremes a tad longer (possibly), but the enormous cost metal working required often had me shirking researching it for later, which always put triremes off forever when they should come much sooner... this new tech will allow for that, without screwing up the tech tree or flow in any way.

P.S.
Nobody has commented on my new "tech readings" for Gunpowder and Air Superiority... any comments?
 
AAAaaarrrggghhh!

Barbarian Cogs. Just kinda surprised me... hadn't seen that before!
 
Haven't gotten to the new reading for air superiority but the quote for gunpowder sounds good and the quotation itself is brilliant.

Another thing I'd like to comment on is machine guns, the AI's still seem to build a ton of them. Or rather upgrade most of their army to them. I just vassaled Mansa in a game I'm playing and he has a good sized empire, but I'll be d@&*ed if I can find one infantry unit that isn't a machine gun. Now this may be that he just wants defensive units and I haven't got good reconaissance of the other modern power, Darius, so I'll post an update once I can see what kind of proportion of his army is Machine Guns. Once again this is a great mod and it has really turned CIV for into a much more enjoyable experience for this historically minded civver!
 
For the first time in my last game, I actually built and had a use for anti-tank infantry. I still think they need STR upped to 16 or 18 to deal with Heavy tanks.

Question: should Marines and/or paratroopers get a city attack bonus?
 
Another thing I'd like to comment on is machine guns, the AI's still seem to build a ton of them. Or rather upgrade most of their army to them. I just vassaled Mansa in a game I'm playing and he has a good sized empire, but I'll be d@&*ed if I can find one infantry unit that isn't a machine gun.
You can try changing the MG's UNITAI_CITY_DEFENSE to UNITAI_COUNTER for both his DefaultUnitAI and UnitAI codes in the XML. Leave the other AI codes intact. See if that puts it more where you like. The MG use by the AI is still heavy as-is, but it is better then it was before... he will build other units for attacks, if he's attacking. In the old Wolfshanze Mod MG code he built nothing-but MGs, including for attack stacks, he won't use MGs in attack stacks now, but he is still heavy on MGs for defense. I haven't tried UNITAI_COUNTER yet, but it should be a step down from UNITAI_CITY_DEFENSE. Of course, you run the risk of him never using them again like he did with default code, but it might be a happy medium... give that a shot.


Question: should Marines and/or paratroopers get a city attack bonus?
Natively? I don't see why... both are eligible for the new "Urban Warfare" promotion if you want them to have city attack bonuses.
 
The fighter planes have the wrong promotion upgrades. They don't give air unit promos, but rather ground unit promos. I believe this is an error?
 
The fighter planes have the wrong promotion upgrades. They don't give air unit promos, but rather ground unit promos. I believe this is an error?
The aircraft have the same promotions in the Wolfshanze Mod that they have in default BtS... there is no difference in the aircraft promotions.
 
I like the new readings alot...really sweeet:goodjob:
Good to hear... I was hoping they wouldn't be hated (but if they were, at least it's not my voice!).
 
Another quick comment on the machine gun usage by the AI. Their use of them seems to drop of dramatically once they have infantry, its a much healthier ratio. I think part of the problem may be that the AI automatically upgrades its riflemen to MG's because they are 'better' units without knowing what the right ratios are for use. It might be an idea to only allow grenadiers and muskets to be upgraded to MG's. Kind of a pita for the human but it might go a long way to solving this problem.
 
Another quick comment on the machine gun usage by the AI. Their use of them seems to drop of dramatically once they have infantry, its a much healthier ratio. I think part of the problem may be that the AI automatically upgrades its riflemen to MG's because they are 'better' units without knowing what the right ratios are for use. It might be an idea to only allow grenadiers and muskets to be upgraded to MG's. Kind of a pita for the human but it might go a long way to solving this problem.
In my last game, the AI used MGs during the industrial age for defense and forts and what-not... I have it coded where they simply aren't allowed to use MGs in offensive stacks in any way... so if the AI isn't coming after you, it won't build anything but MGs during the industrial age. I did, however, notice a couple of times when the AI created SoDs that were made up of cannons and riflemen, and no MGs (while his cities were full of MGs), so the AI will use Riflemen at the same time as MGs, it just has to decide to go on the offensive.

I'm trying a new AI code in a v2.86beta with the AI_CITY_DEFENSE routine changed to AI_COUNTER to see what kind of difference it makes (if any). I've been looking at other ages where multiple types exist and seeing what AIs they use... for example, medieval times is full of different units the AI can build... Longbowmen use AI_CITY_DEFENSE, while Spearmen use AI_COUNTER, so I'm going to see how using AI_COUNTER works in the industrial age for MG-use... the DEFAULT BtS AI I've not seen for any unit... it's something like AI_CITY_SPECIAL or something like that, and it was totally useless (the AI almost never built MGs at all).

Not planning on releasing the beta AI code until it's tested... because I want to see what impact it has first... if it's better, it will go into the v2.86 final... if it's not very good or severely underused, I'll stick with the current MG AI in v2.85 (CITY_DEFENSE).
 
I honestly haven't noticed a problem with the current AI tags used in Wolfshanze. In fact I think it's around perfect. MGs are great city defenders, until tanks and their use by the AI makes it MUCH harder to attack cities now, especially with that collateral damage immune. Actually it basically makes it impossible to go on a succeful offensive against a civ which has tech parady; I have to wait until tanks to go on the offensive, it's damn hard to make any headway in the WWI tech period.
 
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