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

Looking forward to Santa Anna. I do realize that late industrial units do turn Italian, I was just hoping, as Phungus said to move it back a wee bit more. The grenadiers, riflemen, pikemen etc should look more Italian of that period. In other words only the ancient units should have the Roman look. Just a thought.:D
 
Looking forward to Santa Anna. I do realize that late industrial units do turn Italian, I was just hoping, as Phungus said to move it back a wee bit more. The grenadiers, riflemen, pikemen etc should look more Italian of that period. In other words only the ancient units should have the Roman look. Just a thought.:D

I disagree wholeheartedly.

The civ is ROME not Italy. If anything the few Italian units that show up should be replaced with more what-if Roman units. But I can live with as it stands now.

The only reason I don't mind this with the Aztecs turning into Mexicans is that we still have two other Meso civs with the same units anyway. But we don't have another Rome.
 
Wolfshanze, could you make a list of the ArtDefinesUnit (Or ethnic unit more likely) references to units you consider WWI style "Motorized Infantry" graphics, and those that would be more modern Information Age Mechanized Infantry?

I've played through a couple games, and feel Artillery should not be a prereque for Assembly Line, but I can't do that without Motorized Infantry to smooth out the transition. The lateness of AL is bothering me quite a bit, and it also funnels the Tech Tree too much. I realize this is what you are going for, but it really bothers me, and I'd like to smooth out the unit and tech progression in the Industrial-modern era.

To do this, I'll also be adding a new tech, The Automobile between Industrialism and AL, and since this will radically change your mod, I'll probably reshape WolfRevolution into 2 seperate mods (One Pure WolfRevolution- another with a new more "marketable" name that will be basically WolfRevolution with a few changes like above). In order to do this though properly, I need a list of WWI style "Motorized Infantry" units for the graphics, as I'd like to maintain the Wolfshanze quality art when adding Motorized Infantry.

I know I could just wait till you get around to adding in Motorized Inf, but the current position of AL, and the relative strength increase of the "Infantry" jump bothers me (since AL will move back, I'll be reducing Infs to 18 with 25% bonuse vs gun and mounted-- also renaming them Squad Infantry). So I'd like to get this done relatively soon. My goal is to do this with the release of Wolfshanze 2.87, when I'll need to completely re-merge WolfRevolution again anyway.
 
I hate to make posts like this...but I am stuck

I first jumped into WolfRevolution Mod, played a couple games without exiting BtS, went to go back to main menu to start another and BtS had mem problems (used to that happening on occasion, must be a small leak) so I restarted BtS (with the WolfRevolution shortcut). Came up to WolfShanze splash screen, but no menu there. Menu functions seem to work (some of them) if I can guess where they are, but can't get through to a new game. Cleared cache, loaded BtS plain, worked fine. D/L Merged Mod, and WolfShanze plain, and neither of them work, already had BAT installed, it worked still. Tried uninstalling it, still no luck with anything WolfShanze. Any ideas short of re-installing BtS?

Thanks for any help....
 
You mean you are starting BtS normally, then going to the Advanced option, choosing load a mod, selecting the Wolfshanze mod and it's not working? Have you placed the Wolfshanze mod and Merged Mod in the correct folder? WolfRevolution uses an installer, but the Merged Mod, and the Wolfshanze mod must be extracted from the zipped file, and placed in the mod folder manually.

I first jumped into WolfRevolution Mod, played a couple games without exiting BtS, went to go back to main menu to start another and BtS had mem problems (used to that happening on occasion, must be a small leak) so I restarted BtS (with the WolfRevolution shortcut). Came up to WolfShanze splash screen, but no menu there. Menu functions seem to work (some of them) if I can guess where they are, but can't get through to a new game.
BtS does have a memory leak, it's exhasperbated by the Wolfshanze mod, at least it seems to be, since the art is more system intensive. For new end computers you don't notice this, but if you have an old clunker like mine you can't play for more then 4 or so hours straight, I can run regular BtS for closer to 9 hours, but it'll still freeze my comp eventually. I need to reboot my comp when this happens, it's not an issue with the mod, just BtS in general, and having an older computer. Everything has always worked fine after reebooting, and has been significantly improved for me when I doubled my RAM (couldn't play Wolfshanze in the Industrial age with 1Gig actually).
 
Wolfshanze, could you make a list of the ArtDefinesUnit (Or ethnic unit more likely) references to units you consider WWI style "Motorized Infantry" graphics, and those that would be more modern Information Age Mechanized Infantry?
Not sure I follow you here in regards to what you seek. I'd say 99.9% of the "Infantry" unit graphics in the Wolfshanze Mod are of the WWII-era variety. I have very few WWI-esk infantry units... Austria is about the only one off the top of my head that is deliberately patterned off a WWI uniform.

There are, however, many WWI-esk uniforms, but they mostly belong to the Machine-Gun units (most of my MG units are either late 1800s uniforms or WWI uniforms).

I know that you get the "Infantry" unit with WWI tech, but to be honest, the vast majority of those uniforms in the Wolfshanze Mod are WWII uniforms... much like you get Musketmen in the Renaissance, but most of the Musketman uniforms are from the 1700s.

It's just an "averaging-out" thing I do with uniforms that cover prolonged periods of time.

When I get-around to doing Motorized Infantry, I'll be using the EXISTING (WWII) Infantry graphics along-with their motorized transports... what will change is the Mechanized Infantry unit that comes much later, I'll be digging-up more modern (current-day) infantry graphics to go with the modern mechanized infantry vehicles.

The motorized transports will come with WWII techs, not the WWI techs, and while "Infantry" come with WWI techs, I'm perfectly happy/content at leaving them with WWII uniforms and leaving the WWI uniforms for the MGs.

If you feel a need for WWI uniforms, there's Snafu's WWI mod which already has the WWI infantry uniforms released, but I don't have any plans to go that route, at least not now (maybe I'll change my mind later, but I think there's enough work to do just converting to motorized infantry).

I've played through a couple games, and feel Artillery should not be a prereque for Assembly Line, but I can't do that without Motorized Infantry to smooth out the transition. The lateness of AL is bothering me quite a bit, and it also funnels the Tech Tree too much.
I consider the "Assembly Line" the main WWI tech which releases a flood of WWI units, from dreadnoughts to infantry and tanks. Whether you agree with it or not... modern Artillery was around long-before WWI occurred, and in-fact was used quite liberally in the age of Rifles such as during the Franco-Prussian war of 1870, some 40+ years before WWI... Artillery came-about long before WWI, and in-fact, is what made many things in WWI possible... saying Artillery is not a pre-req to WWI would be crazy IMHO.

The only thing I'm not 100% happy with is the factory building itself, which could (in-theory) be around well-before WWI (and before Artillery)... so if there was another path pursued, you could either say, move-up Assembly line and factories, but create a new tech for all WWI units (and have Artillery a pre-req for WWI tech/units), or create a new tech for factories and move that out of (and before) the WWI Assembly-Line tech.

I'm personally open to the thought of moving-up the Factory itself to an earlier tech or a new earlier tech (perhaps a pre-req to Rifles or something, which would prolong muskets/grenadiers), or creating a new tech for WWI units and move-back assembly line... but in EITHER CASE, Artillery MUST remain a pre-req to WWI technology/units... because that's simply how it was... artillery was around long-before WWI.
 
Correct, I can load other mods, but any Wolfshanze based mod, I get the wolfshanze graphic but no menu. I have tried everything I can think of, maybe I messed something up earlier, will re-install and see if that helps.....
 
Correct, I can load other mods, but any Wolfshanze based mod, I get the wolfshanze graphic but no menu. I have tried everything I can think of, maybe I messed something up earlier, will re-install and see if that helps.....
Well, I have no problem loading the regular wolfshanze mod... And I think there are a few people that use both WolfRevolution and Wolfshanze Classic (sic), and never heard of any problem. That said, I've had some issues go under the radar for a while that I've needed to fix with the mod, and I don't want WolfRevolution to cause any problems with other mods at all, I'd consider this a fatal flaw to be honest. That said, it's hard for me to figure out what's going on based on what you described. There is a conflict problem with having the BUG mod in custom assets that screws up the interface though, and custom assets in general can screw up mods, so if you have anything in there, you should remove it and make a proper mod. Lastly, if you haven't rebooted after the problem, do so to wipe your RAM useage caused by the memory leak, and if none of this works, try reinstalling WolfRevolution.... Other then that every problem I've encountered like this was caused by someone flubbing a merge or conflicts from custom assets.

Hope that helps.

As for your response Wolfshanze, I was mainly asking for the type of Mech infantry units that you consider more WWII style, so I could add Motorized infantry and move back AL with the next Wolfshanze release. I consider this imperative, mainly due to how late factories come, but I'd also like to slightly nerf Infantry and move them back. Agree though that Artillery should be a prereque for most WWI units, but I can add this in as unit reqs, and not delay factories for so long, and funnel the tech tree as occures now with the Arty prereque for the AL tech.
 
As for your response Wolfshanze, I was mainly asking for the type of Mech infantry units that you consider more WWII style, so I could add Motorized infantry and move back AL with the next Wolfshanze release. I consider this imperative, mainly due to how late factories come, but I'd also like to slightly nerf Infantry and move them back. Agree though that Artillery should be a prereque for most WWI units, but I can add this in as unit reqs, and not delay factories for so long, and funnel the tech tree as occures now with the Arty prereque for the AL tech.
I may actually consider moving-up factories before artillery either with a new tech or sliding them back, but in either case, WWI units will remain grouped as they are and requiring Artillery before moving-on to WWI units... there's simply no-way on God's green earth I'll eliminate Artillery as a pre-req for WWI units... that's simply a travesty I wouldn't tolerate. Factories moving back to an earlier time I may-well do on my own accord and very possibly in the next update... got to think about that one. I actually like the way WWI and WWII units are layed-out tech-wise... I certainly do-not think that having WWI units come sooner (and/or before Artillery) is the answer... my only concern may match yours that factories perhaps should come before WWI... I may play a "name game" for the techs involved... perhaps leaving Assembly Line for WWI units, and creating a "new tech" for factories earlier then assembly line but steal the name "industrialization" and then rename the WWII tech to something else... who knows... it's all a matter of name games... what's in a name?

On WWII Mech units... that's part of the time-consuming research aspect, since I haven't really looked to see what's out there... but anything from WWII-era trucks to WWII halftracks I'll certainly use/consider... things like Humvees and modern infantry carriers will be left for later use with modern-looking-infantry.
 
Could factory be moved all the way back to Steam Power, then have other techs increase the bonus from factory?

I do like the idea of the Automobile tech that was suggested in one of the modmod threads, which would open up tanks and public transportation. Maybe even require an automotive plant to build tanks (I do think tanks are overbuilt)

Maybe anti-tank infantry should be buffed? (STR 16 maybe)
 
Hey, I'm wondering if anyone can help me install this mod......I have extracted it into the mods folder but it won't create the mod. Here is the error message:

! C:\Users\Owner\Downloads\Civ4_BtS_WolfshanzeMod_285.zip: Cannot create folder Wolfshanze\Assets
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! C:\Users\Owner\Downloads\Civ4_BtS_WolfshanzeMod_285.zip: Cannot create folder Wolfshanze\Assets\Art
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! C:\Users\Owner\Downloads\Civ4_BtS_WolfshanzeMod_285.zip: Cannot create folder Wolfshanze\Assets\Art\Movies
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! C:\Users\Owner\Downloads\Civ4_BtS_WolfshanzeMod_285.zip: Cannot create Wolfshanze\Assets\Art\Movies\Shrines\DaiMiao.bik
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! C:\Users\Owner\Downloads\Civ4_BtS_WolfshanzeMod_285.zip: Cannot create Wolfshanze\Assets\Art\Movies\Shrines\KashiVishnawath.bik
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Could factory be moved all the way back to Steam Power, then have other techs increase the bonus from factory?
Here's what I'm thinking...

New WWII entry-tech... "Mass Production"... replaces Industrialism (as you know it now) in every way shape and form. This is essentially nothing more then a name-change.

Assembly Line tech still stays the same, both in placement and function for ushering-in WWI units. Coal Plant moved from Assembly Line to Steam Power, Factory removed for the below...

"Industrialism" tech moved (as a "new" tech) between Replaceable parts and Steam Engine/Rifling... grants Factory... ushers-in the Industrial Age (first "Industrial Age" Tech likely to be discovered [the originals were usually either Steel, Steam or Scientific Method]).
 
What was one of the decisive factors in WWI? One was the tank, the allies had it and the Germans did not (in any useful numbers anyway). I say this because I'm lobbying for an "Automobile" tech. This tech would allow the "early tank" and be a prereq for your new tech "mass production". If you wanted to you could have "Automobile" also give one more trade route for every city to represent the increased commerce from trucking and family roadtrips. This would make it a military and economic tech.

As for your WWI tech, what really made WWI was not the factories which predate the period but rather the mass mobilization of Nation's manpower. In addition the major change for the infantryman (which is the WWI unit) was the bolt action rifle. So...maybe you could name the tech "Militarism" and/or "Bolt Action Rifle"

Lastly just to complicate things, why not take the Dreadnought and Destroyer Escort and put them in their own tech called "Navalism" to represent the shipbuilding frenzy of the early 20th Century when Germany and Britain raced to see who could build the most Dreadnoughts. Of course if you wanted to build the WWII naval units you would have "navalism" as a prereq.

If you wanted to keep it simple and put all the WWI units in one tech I still think "Militarism" is still a good name to represent the total war of the 20th century. You would then be free to move factories and coal plants whereever.

But I would really like to lobby hard for "Automobile" because the tank was decisive in WWI and because the tech itself was such a world changing one.

my two bits
 
But I would really like to lobby hard for "Automobile" because the tank was decisive in WWI and because the tech itself was such a world changing one.
The Automobile actually has little to do with the advent of the tank in WWI. You'd be better-off having "Farming Machinery" as the pre-req tech of the tank, because WWI tanks were more designed from farm tractors then cars. Even German tanks of WWII had little to do with cars, being manufactured more by German heavy industry then German car plants.

Me-thinks some folks are too obsessed with Detroit's involvement in WWII American tanks to realize that neither the advent of the tank, or the advancement of the tank had much of anything to do with automobiles. Tanks are far closer cousins to farm machinery.

The invention of the tank has almost nothing to do with cars, and a lot more to do with farm tractors no matter how you look at it. Tanks were much more an advent of heavy industry, and not so much an offshoot of the family car (except almost exclusively in America... which was one of the last major powers to get into making tanks).

In any case, I have no interest in making a "automobile" tech just to make tanks...

In other points, neither "Militarism" nor "Bolt Action Rifles" are exclusive to WWI. Militarism is very generic and could apply to almost any nation and any age... hell, you could call Ancient Sparta as having "Militarism". As for "Bolt Action Rifle", I hope you know the first was made in 1824, and I more-or-less consider the "Rifling" tech to cover late 19th-century rifles anyways (which completely includes bolt-action)... what you suggest is to have rifling introduce riflemen and rifling again (in the form of "bolt-action") give-way to infantry. Not really fond of using either name for a WWI tech. I'm okay with assembly line because it can represent the full-scale production of weapons which helped make WWI possible.

Regardless, we're really just talking naming semantics... and if someone is really for or against a certain name, they can easily change a tech name on their own end to suit their needs/wants.
 
Well, I have no problem loading the regular wolfshanze mod... And I think there are a few people that use both WolfRevolution and Wolfshanze Classic (sic), and never heard of any problem. That said, I've had some issues go under the radar for a while that I've needed to fix with the mod, and I don't want WolfRevolution to cause any problems with other mods at all, I'd consider this a fatal flaw to be honest. That said, it's hard for me to figure out what's going on based on what you described. There is a conflict problem with having the BUG mod in custom assets that screws up the interface though, and custom assets in general can screw up mods, so if you have anything in there, you should remove it and make a proper mod. Lastly, if you haven't rebooted after the problem, do so to wipe your RAM useage caused by the memory leak, and if none of this works, try reinstalling WolfRevolution.... Other then that every problem I've encountered like this was caused by someone flubbing a merge or conflicts from custom assets.

Hope that helps.

Not exactly. I did reboot, I did delete CustomAssets, I did re-install WolfRevolution. I wouldn't even come asking for help, except that it worked at first. So I'm thinking there should be a fix. I'm just gonna re-install the base game, and then re-install the Mods, and see what's up....
 
Ah- I was thinking Baker Rifles with Rifling, so I was puzzled at your tech placement a bit.
 
fair enough about automobile, but combustion is already taken. What I was getting at was the idea of internal combustion engine driven vehicles, which cars and tanks are. It seems this is an ignored tech. As for the name of the WWI tech you are right it isn't that important, but I still think separating early tanks out would be good. Although the more I think about it early WWI is well represented by riflemen, artillery, and MG's. I guess infantry, and early tanks which come in later represent the last half of the war (stormtroops w/infiltration tactics, and tanks). Wait...am I talking myself out of my own suggestion??:mischief:
 
If Automobile is too narrow a term, you could create an intermediary between Assembly Line and Industrialism called "Internal Combustion Engine" or some such thing. Only necessary if you think a tech like that would improve things (And if you choose to do this, Combustion should be renamed to refining or something--but as you say, "What's in a name?"). It's possible that a Steam Power-AL tech step, as you discussed will work on it's own, or perhaps both a Steam Power-Assembly line tech, along with an Internal Combustion tech would smooth out the Renaisance-Industrial-Modern Age transition. Not sure, just throwing ideas out there. IMHO though, something needs to give in the current setup, but I've already discussed this at length.
 
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