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

Indeed it is, but then again so are galleases when you think about it ;)

If one really wants to make the change I'm sure techs could be added. As I read the tech tree the musketman is a stand in for any gunpowder unit prior to the prusso-austrian war... Leaving riflemen only about 50 years of activity (the infantry unit should be the one used during ww1. Ww2 would be a mix of infantry and mechanized infantry, antitank, etc).
This does tend to distort the ingame progression somewhat (I find myself teching directly from muskets to infantry in the game as it is).

Again though, the mod works fine as it is, just a suggestion to make it even better (or atleast more in line with my own tastes I suppose ;)).
 
I see Musketmen as from Gunpowder to Napoleonic

Riflemen maybe 1830-WWI (Still only 80 yr)

Infantry is WWI-WWII.

Mech Infantry could be divided into two types as well
 
Ummm... is it just me, or does CIV4UnitINfos.xml file in the latest patch have open brackets?

For instance, under the Lion entry (the first one), I can see:

Spoiler :
Code:
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
 
Ummm... is it just me, or does CIV4UnitINfos.xml file in the latest patch have open brackets?

Must be just your understanding of xml, I see nothing wrong with that xml ;)

I guess you mean the <tag/> lines, those close the lines with just that tag (as opposed to <tag>...</tag> where you need a closing tag).

In case I missed it, what exactly do you think is wrong with that (highlight the line) ?
 
Must be just your understanding of xml, I see nothing wrong with that xml ;)

I guess you mean the <tag/> lines, those close the lines with just that tag (as opposed to <tag>...</tag> where you need a closing tag).

In case I missed it, what exactly do you think is wrong with that (highlight the line) ?
Oh... I see. It must just be my own editing of the file that causes the game to bury me in an avalanche of errors, as I put in a non-edited version and the game loads fine. Must be a sign that I shouldn't touch xml ever... Thanks a lot for your post.
 
Still missing that imperial flag though :(
As stated the posted xml didn't do the trick.
Sorry... I just realized I gave the wrong instructions ("ImperialGerman" not "ImperialGermany").

I've corrected the instructions and also included a file with all three flags in the first post.


In other news...

My German Fleet is preparing to invade the Persian Empire!
GermInvas.png
 
Haven't been on in awhile (too caught up in my PSP).
Have a couple a little points

1) I know this is over but, Airborne Regiments (paratroopers) became the users of gunships, not armored units.

2) Didn't Cuiriassiers use Curass (spelled wrong: similar to a saber), which is where they got their name, not a musket?

3)With the new Japanese sub model, wasn't the I-400 a transport submarine? (I could be wrong on this)

4)with your game going on there, Did you get carriers before destroyers and such? I wasn't sure that was possible.
 
2) Didn't Cuiriassiers use Curass (spelled wrong: similar to a saber), which is where they got their name, not a musket?

I thought they were named after the armour? :confused: For my mod I'm going to rename them Dragoons (they definitely used muskets although it's a more modern term I think...) would that suit most civs?
 
3)With the new Japanese sub model, wasn't the I-400 a transport submarine? (I could be wrong on this)
The I-400 was the massive "carrier sub" that had a hangar for aircraft... it was larger then previous carrier subs... I'm not fond of using the I-400 for the default Jap sub, but it's better then using the default sub in the game (something is better then nothing).

i400.jpg
I400finalcopy.jpg


4)with your game going on there, Did you get carriers before destroyers and such? I wasn't sure that was possible.
Carriers in the Wolfshanze Mod come with "Flight" + "Radio"... which (usually) means you get carriers somewhere between WWI and WWII ships (though certainly you can manipulate the tech tree in this regard). I did already have WWI destroyers, you just don't see any in the screen shot.

P.S.
There's not much left of Persia now in my game.... two cities left... their economy is in ruins, and German forces are closing-in on all sides.
 
Well, the problem with calling them dragoons is that they were just highly mobile infantry. They rode on horseback, but dismounted to fight. I could see this modeled by using cuiriassiers/cavalry animations for moving, idle, etc. and using the musketman/rifleman animation for combat.
And the I-400 remains the world's largest diesel-powered submarine ever built. In fact, it was the world's largest sub until the launch of the Ethan Allan class of SSBN.
 
What else could you use other then Dragoons? Hussars, Chasseurs, and Uhlans are too country specific.
 
Well, the problem with calling them dragoons is that they were just highly mobile infantry. They rode on horseback, but dismounted to fight. I could see this modeled by using cuiriassiers/cavalry animations for moving, idle, etc. and using the musketman/rifleman animation for combat.

That's possible but it could take hours of trial and error and even then it would probably be buggy. Well at least for me anyway, I'm not really an animation guy.

I still like the idea of calling them dragoons, and you could change the civilpedia entry for them as well so they make more sense.
 
Also there were dragoons that fought on horseback- especially for the French.
 
Sorry... I just realized I gave the wrong instructions ("ImperialGerman" not "ImperialGermany").

I've corrected the instructions and also included a file with all three flags in the first post.


In other news...

My German Fleet is preparing to invade the Persian Empire!
GermInvas.png

Love your mod but as you can see in the picture the Persians are still fortifying their iron. That bug always irked me is there any point in the AI fortifying everything? It will forify cows, wheat, oil, it's out of control! Not that this is in any way related to a bug in your mod. :p
 
Love your mod but as you can see in the picture the Persians are still fortifying their iron. That bug always irked me is there any point in the AI fortifying everything? :p
I wouldn't call it a bug unless they did that within a city radius.

Fortifying a resource provides the resource for building/trading needs... if a resource is outside the workable city radius, building a mine or what-not doesn't do anybody any good... it would be no differant then building a fort there.

Personally, so-long as the resource is outside a workable city radius (as was the case with the iron in the screen-shot), I have no problem with the AI using forts instead of improvements like a mine.
 
That screenshot looks very similar to game I played as the ports and my fleet composition.

Had a bunch of Heavy Cruisers, Light Bombers on Carriers (got to use Tanks and Planes vs Riflemen. Problem was that had about 8 Riflemen for every Tank.)

My Experience:
Bombing really needs to be able to destroy units outright, but possibly throw in a defense vs air for heavily damaged units. I was spamming light bombers just for the lethal killing.
I did manage to completely obliterate one town's units with 20% bombers and 80% light bombers.

Was about to run into enemy biplanes, but got cultural victory first (used a corp spam strategy where I got about 100 culture a turn from corps, but it semi-wrecked my economy in the process)
 
I wouldn't call it a bug unless they did that within a city radius.

Glad to know they have a reason. There is another mod with a pagan religion. Any chance of you adding that to fulfill my conspiracy theories. I like to build a world for the Luminati and such. :)
 
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