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

Muhaha...

Bretagne1.png
 
I noticed some civs have more Unique Units than others, and at different era's of the game. Does this make those Civs slightly more powerful or were the new unique units programmed with the exact same statistics as the unit they are replacing in the same class?
 
I think 2.86 will have those, whenever he gets to it. I know he said the AI would be updated.
 
I have been having problems playing this mod. There are bugs where units are running across the entire globe on top of water and oceans etc and joining a city. Then there is also this FATAL_ERROR: Memory Allocation Error, Bad Allocation" error that I keep getting and the game is continuously crashing! And I have 2 gigs of Ram.

Any ideas why this might be?

There have been other bugs I've seen too, but at the moment I can't think of them off the top of my head.
 
I'd reinstall if I were you. Those don't sound like bugs, that seems like corrupted files.
 
Hi,

I'm having some troubles with this mod, which have been mentioned a few times in this thread. When starting up a game, I get no interface.

I've been through some of the solutions (such as, because I run Vista, I'm running as administrator) but I'm still getting no interface. I think the problem may be because i also have BUG installed. Earlier in the thread there is a solution about copying the BUG files from Custom Assets into the Wolfshanze mod folder. I want to try this, hopefully that's my problem, but can someone explain clearly to me which are the files that have to be copied, and from where to where?

Cheers for any help!
 
The fix is supposed to be clearing out your CustomAssets folder. If you have BUG (or any mod) installed in your CustomAssets folder, it can cause problems with running a different mod, because of the way the game loads mods and CustomAssets. Merging this mod with BUG can be done, but it is probably easier to just get one of the already merged mods containing this and BUG (Merged mod and WolfRevolution for example)
 
When you guys say "clear out CustomAssets folder", what exactly needs to be cleared out. Mine is full of other files, art, xml, interface, etc.

I haven't been able to play this mod because of lack of interface.
 
I think a more permanent solution that works with Vista is to go to the menu, Right Click to get up the options menu, Compatibility Tab, Run as Administrator. I always run BTS as an administrator and I rarely have any problems with the program.

By the way what news on the next release?
 
Hi,

I'm having some troubles with this mod, which have been mentioned a few times in this thread. When starting up a game, I get no interface.

I've been through some of the solutions (such as, because I run Vista, I'm running as administrator) but I'm still getting no interface. I think the problem may be because i also have BUG installed. Earlier in the thread there is a solution about copying the BUG files from Custom Assets into the Wolfshanze mod folder. I want to try this, hopefully that's my problem, but can someone explain clearly to me which are the files that have to be copied, and from where to where?

Cheers for any help!

same here after i re-installed after getting a new comp although i'm still using xp
 
Great mod Wolfshanze. I've been enjoying the current WolfRevolution, and I'm really impressed with the tech and unit changes.

Got some ideas about helicopters, since they have relatively short thrift in the mod. Are they slated for future improvements?

My thoughts would be to represent the evolution and diversification of the helicopter better.

1. M*A*S*H evac helicopters unit. Basically a medic promotions only unit with good mobility so it could fly between stacks, to represent both the helicopters and the field medical hospitals. Possibly has an ingrained medic promotion that stacks with the Medic 1 promotion, and maybe requires the Red Cross to be built first.
Unit graphic could be a Huey or with red-cross/red-crescent/red-buddha? painted on it.
Possibly available with 'Flight'. Technically the Nazi's had the first military helicopter.

2. Airmobile (101st) as a national wonder and infantry/artillery promotion. Basically a 'Fort Campbell' national wonder that gives a free 'airmobile/air assault' promotion to any infantry/marine/artillery unit constructed at that city. Possibly try to get it so such units require extra hammers to build, or the wonder charges the city x hammers/y gold per turn (to represent cost of construction/maintenance of the helicopters).
Advantage of the promotion would be that the unit's 'fly' ignoring river crossing penalties, and generally move faster than when un-promoted.
Promotion graphic could look like a UH-1.

3. ASW helicopters as automatic tech promotions for appropriate ships. Basically a research the tech, and a select group of units automatically gets the ASW promotion. Maybe add the requirement of a national wonder as well.
Promotion advantages would be free Sentry and 30% vs. submarines, or similar.
Promotion graphic could look like a SH-3 Sea King, with maybe a submarine showing.

4. Also I think the Gunship shouldn't need Satellites as a pre-req, though Rocketry is logical. Possibly it'd need it's own tech (Helicopters? branching off of flight). Also possibly create two separate units. A Gunship and a Heavy Gunship (with Composites tech?). Heavy gunship would get a free Ambush promotion.

What do you think? Maybe I could try to do a minimod if there was interest, but no one else with free time. :)
 
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