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

Didn't look like that was the culprit. I know that Solver's mod fixed it, so I'm curious how this is happening.
 
Didn't look like that was the culprit. I know that Solver's mod fixed it, so I'm curious how this is happening.
The Wolfshanze Mod doesn't change that many files over the base game... since I didn't even change a single building or structure in my mod, I found it odd the military academy bug was "preserved" in my mod. The fact a Military Academy line is in the "UnitInfos" file is odd, though it is there... it might be a combination of a v3.13 fix and the change in he UnitInfos line... dunno... I just know I changed the line on my end to match what is in v3.13, but I haven't verified if it fixes the problem... but there's very little in my mod that has files effecting buildings, because I only use files I changed, and most either revolve around leaders or units.
 
I just discovered your Mod while searching the Unit graphics section because I too wanted to add some naval units to fill the gap between Ironclads and WWII vessels. You have saved me the trouble and frustration of undertaking that task. Now, I can simply play your Mod. Thank you for your time and effort.
 
Glad you found the mod... hope you enjoy it!
 
So Wolf my comrade, when does the next version with Ethnic citysets come out?
I haven't looked at Ethnic Citysets yet... Is This Set the one you're refering to? Is it Warlords only, or does it work with BtS?

I do, however, have a list of what's currently changed/added in v2.2

The below is already in v2.2... not sure how long I'll wait to release it (due to adding more things as they become available).

***********
New in v2.2
***********
Fixed Military Academy Bug
Fixed English Redcoat UU bonuses (missing in previous versions)

New models/skins for:
Native American Warrior
African Explorer
Viking Musketman
Viking Grenadier
Japanese Cannon
Japanese Cavalry
Japanese Rifleman
Mediterranean Infantry
Bazooka AT Infantry
RPG7 AT Infantry
Viking P-36 Fighter
Meso-American F-5 Jet Fighter
English HMS Hood Battleship

New/modified team-color models for:
Early Bomber
Me-109
P-40
Hurricane
G55
SM79
Mig-21
 
Okay folks... it's done... Wolfshanze Mod v2.2 is now released and ready for download... the 1st post in this thread (page-1, post-1) now has the current link for v2.2.

In-theory this mod should work with all previous Wolfshanze Mod version saved games.

Big changes in v2.2 include the addition of a 34-civ Earth Map, fully compatible with the Wolfshanze Mod (and a random seed on-reload if you want it), and a good number of new skins/models.

Changes in v2.2 include:
Spoiler :
Lt.Bob's (v4.0) 40-Civs allowed with Solver's patch changes now included.

Added 34-Civ world maps (historic & random) for use with Wolfshanze mod.

Tech requirement changes to Rocketry, SAM Infantry, AT Infantry and Paratroopers (see Gameplay Changes)

Fixed Military Academy Bug
Fixed English Redcoat UU bonuses (missing in previous versions)

New models/skins for:
Native American Warrior
African Explorer
Viking Musketman
Viking Grenadier
Japanese Cannon
Japanese Cavalry
Japanese Rifleman
Mediterranean Infantry
Bazooka AT Infantry
RPG7 AT Infantry
Viking P-36 Fighter
Meso-American F-5 Jet Fighter
English HMS Hood Battleship

New/modified team-color models for:
Early Bomber
Me-109
P-40
Hurricane
G55
SM79
Mig-21
Fokker DR1
Albatros DIII
Airco DH2
Caudron G4


I hope you enjoy the new version folks. More will come in due-time, but I thought I had enough new stuff included to share with the public.
 
Is there a way to download the 34 Civ map only? The rest of the mod sounds good but I just don't have the space on my computer. :blush:
I used the map Mamba referanced as a basis for my own map... I did, however, make a few changes to said map:

1) I changed Bismarck (Otto) to Hitler for Germany
2) Some map changes have been made, including opening-up some mountain passes in the South American Andes mountains, and allowing land travel up/down the Panama Isthmus (which was previously blocked)
3) The Hawaiian Islands are now inhabitable (weren't before)
4) All leader names are now FULL-LENGTH names, not cutesy half-names (perhaps most important change!)
5) Celts shipped-off to Ireland for starting location... Western Europe was crowded-enough as-is
6) Goody-Hut swimming in Indian Ocean has been placed back on-land

Yes, it's a 200-meg download, but it's worth it for all the changes (not just the map but the other improvements as-well). It's not much for gameplay changes, but a huge aesthetic upgrade (as well as some new units).

If you want "just the map", I don't have a seperate link for it (it does require a gamecode change for the 34-Civs and some things are Wolfshanze-Mod specific).
 
I think there may be an issue with Zulu Chariots- I played as Zulu and getting horses I got a CTD
 
I think there may be an issue with Zulu Chariots- I played as Zulu and getting horses I got a CTD
Wow... not sure how that slipped through... I just checked and it's an error related to a missing button... doesn't effect the game so-long as no human player plays an African nation, but if they do... CTD... sorry about that... I was going to wait to release v2.3 when I had a larger list of changes, but due to a CTD problem, I'm releasing this verison (with African Chariot Fix) immediately.

Okay folks... it's done... Wolfshanze Mod v2.3 is now released and ready for download... the 1st post in this thread (page-1, post-1) now has the current link for v2.3.

In-theory this mod should work with all previous Wolfshanze Mod version saved games.

Main change in v2.3 includes the African Chariot bug fix... also the addition of a 33-civ Earth Map (to complement the 34-civ maps released in previous version... I eliminated Sumeria for crowding and redundancy reasons... the 34-civ maps are still there). Also a major change is the Fallout issue... no more "Desert-tile" global warming... by default, the Wolfshanze Mod has "Fallout" during heavy nuke use. Some other minor changes... see below... as I mentioned, this should work with Wolfshanze Mod v2.x saved games.

Changes in v2.3 include:
Spoiler :
Fixed African Chariot CTD bug (African nations now work properly with Chariots)
Fixed Fallschirmjäger to now appear with "Radio" tech
Airships now require Physics AND Combustion
Hirohito is the leader for Japan in 34-Civ Earth map.
Holy Roman Empire renamed to Austrian Empire in Earth Map ONLY (normal random games still Holy Roman).
Added 33-Civ Earth map (Sumerian Empire removed to give more room to Middle East nations, especially since Sumer and Babylon were both in same spot historically!).

LDiCesare's Tectonics Map Generator added as an option... use or don't use at your will.

I've added a new alternative form of global warming in this release. Instead of turning random tiles to desert, it will drop fallout on the random tiles. This is ON by default (instead of using the normal desert technique). To deactivate this new form of global warming and go back to desert warming (if you prefered the old way), open the Wolfshanze Mod GlobalDefines.xml file in notepad. Find the GLOBAL_WARMING_PROB value and change the value to "20". The current setting of "120" will allow for fallout instead of desert changes. Thanks to Lt Bob for this feature.

I prefer this method of global warming because you can stave off the effects with enough workers scrubbing.


I hope you enjoy the new version folks. I released it quick on the heals of the previous release mostly for the African Chariot bug fix.
 
For Global Warming, look at what the World Piece mod is doing- they seem to have a really good handle on it.

Also, one question- how would I change HRE to Austrian for the standard game?
 
For Global Warming, look at what the World Piece mod is doing- they seem to have a really good handle on it.

Also, one question- how would I change HRE to Austrian for the standard game?
I'll look into that World Piece Mod... how do they do it?

As for changing the Holy Roman Empire into the Austrian Empire in the standard game (I already did it in my Earth World Maps, but not the standard game), I believe it's as simple as going into the Assets/XML/Civ4CivilizationInfos.XML file and changing the descriptions and adjectives there for the "Holy Roman" (Empire) to "Austrian" (Empire). You should be able to change the city names in the same file as well, if you wanted to make Vienna the starting city over Aachen for instance.

Historically speaking, the Holy Roman Empire became the Austrian Empire during the Napoleonic Wars and the Austrian Empire in-turn became Austria-Hungary later in the 19th century. All three names (more-or-less) refer to the same empire.

I changed the name from HRE to Austrian Empire in my world Earth maps primarily because I was putting the capital smack in the middle of Austria... the HRE itself was a little more spread-out.

Maybe I'll change it from HRE to Austrian Empire for the standard game in the next release of the Wolfshanze mod... dunno.
 
They made some new terrain, I think in their thread it's described how they do it.

It can have good and bad effects depending on where you are.
 
Yeah, I looked at that thread... I think I'll stick with "Fallout" Global Warming for now.
 
found another CTD, posting autosave.
 
found another CTD, posting autosave.
I think you're going to have to explain this one...

I downloaded your savegame... loaded it (successfully) into Wolfshanze Mod v2.3 and played through several turns... no CTD at all... stable as can be.

What's the problem? Please be specific, because I can't find any problems.
 
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