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

Alternate download location for the wolfshanze.fpk v.2.66 file added in the Merged Mod thread. Or download here.
 
Unbelievable MOD! I really like the new naval units, I always got frustrated when combustion rolled around and I didn't have any oil and got slaughtered, but now its great!:worship:
Everything in this mod is perfect, except for this: when I play the 34 civ earthmap, the thing always starts glitching and closing down civ with no explanation around 300 bc, and it continues to shut down periodically, even if I reload the game from autosave. Any ideas?:confused:
 
You know what would be really interesting... multiple art for the same units in different eras. For instance, the American battleship could be the WW2 Iowa version in the industrial/modern eras, and then when you enter the future era it changes to the default modern Iowa graphic. Similarly, the Langley would be the early carrier graphic during the industrial era, the Essex during the modern, and so on. This would let you make use of all those "duplicate" units out there. ;)

The only problem is that the art defines only lets you allocate it by "early," "middle" and "late," which does not distinguish between these target eras. Industrial and modern are both "late." However, I'm sure with an SDK modification this could be changed.
 
Unbelievable MOD! I really like the new naval units, I always got frustrated when combustion rolled around and I didn't have any oil and got slaughtered, but now its great!:worship:
Everything in this mod is perfect, except for this: when I play the 34 civ earthmap, the thing always starts glitching and closing down civ with no explanation around 300 bc, and it continues to shut down periodically, even if I reload the game from autosave. Any ideas?:confused:
Can you be more specific? Give me every detail you can... system specs of your computer, OS you're running on, civ you're playing as, explanation of what is going on when having problems, etc, etc. The more details and specifics, the more I can help.
 
Unbelievable MOD! I really like the new naval units, I always got frustrated when combustion rolled around and I didn't have any oil and got slaughtered, but now its great!:worship:
Everything in this mod is perfect, except for this: when I play the 34 civ earthmap, the thing always starts glitching and closing down civ with no explanation around 300 bc, and it continues to shut down periodically, even if I reload the game from autosave. Any ideas?:confused:

Most likely because only super computers can run 34 civs. Or if it's specifically at 300 bc then it could be a bug with one of wolfshanze's civs/leaders/units. Did you just meet a new civ, or did a civ just build their first longbowmen or something?

You know what would be really interesting... multiple art for the same units in different eras. For instance, the American battleship could be the WW2 Iowa version in the industrial/modern eras, and then when you enter the future era it changes to the default modern Iowa graphic. Similarly, the Langley would be the early carrier graphic during the industrial era, the Essex during the modern, and so on. This would let you make use of all those "duplicate" units out there. ;)

The only problem is that the art defines only lets you allocate it by "early," "middle" and "late," which does not distinguish between these target eras. Industrial and modern are both "late." However, I'm sure with an SDK modification this could be changed.

This is an old idea but it seems all the coders are too busy. ;)
 
Well, I was just being general in the time period first of all, it always begins to happen around the middle ages. To be more specific about the problem, it happens as such:
1. I begin the game as normal, and as times progress, everything seems fine.
2. Suddenly, after I click the "end turn" button, my screen freezes for maybe a second, goes black, then goes to my desktop with the error message that an "unexpected error" was encountered. It asks if I want to send an error report.
3. I load up bts again, and load up the most recent autosave and continue to play. It will act fine from anywhere from 1 to 12 or 13 turns then crash again.
I have tried to play by quicksaving every turn and just booting it up over and over again.
So far it has happened playing as: Hitler, Elizabeth and Hirohito, the only civs I have tried to play as sofar. Also, it has happened in quick, epic, and marathon, the only speeds I have tried. When I played on a game-generated map it was fine though.
My computer is a hp pavillion zv6000 http://forum.notebookreview.com/showthread.php?t=16267
but I have a built in wireless card and I upgraded the ram to 2gb.
I've run more memory intensive mods, and my hard drive is 3/4 empty, so not sure what the deal is.
 
But I wanna play 34 civ map! Waaaaaaaaaaaaaa! [pissed]:badcomp:Seriously, Im crying on the inside. Graphics problem you think, or just to little ram?
 
I think you're considering a version of Dale's Air Force mod- so I want to suggest this: do not allow early bombers to strategically bomb buildings (and miss and reduce population). It's kinda unrealistic given the low casualty rates of WWI bombing.
 
You didn't mention your operating system... XP or Vista?

Also, have you tried playing the mod with a smaller map and/or fewer civs, or have you played any other 34-civ non-Wolfshanze Mod games?

If I'm not mistaken your laptop is not a mainstream gaming system, as your video card is a 128MB ATI M200 Xpress card (w/shared memory)... I might suggest that a 256MB or greater gaming card might help the situation be a little more stable... dunno... I'm not running state of the art system either (3.0GHz P4 w/1GB system memory), but I do have a decent video card (GeForce 6800GT w/256MB video) and never have problems.

If you have access to a desktop system with a better video card, you might want to test the mod there and see if you have the same problem or not... I might suggest playing the mod with a standard map and 18 civs or so and see how it performs.

I think you're considering a version of Dale's Air Force mod- so I want to suggest this: do not allow early bombers to strategically bomb buildings (and miss and reduce population). It's kinda unrealistic given the low casualty rates of WWI bombing.
Yes... a future version will have Dale's Air Force mod... but I haven't really gotten around to putting that version out yet (though I have most of it ready to go). It's something I will definately put more thought into and be flexible with changing things around a bit.
 
Thanks! Also, when you made this mod, did you just go through the lines of code, or do you have some simple program that exports values to the xml files? I have tried just going through xml, but I tend to make many mistakes and it is fairly tedious.
 
You didn't mention your operating system... XP or Vista?


Yes... a future version will have Dale's Air Force mod... but I haven't really gotten around to putting that version out yet (though I have most of it ready to go). It's something I will definately put more thought into and be flexible with changing things around a bit.

Testing the AF Mod via Merged Mods- the WWI Bombers the way Ninja did it were horrifically overeffective. Yet I still ended up losing due to fighting too many coalitions.

I'd also look at Active Defense as well. Allows Fighters to attack ground units at end of turn (unsure if part of AFM, part of DCM though)

Can I ask for you to include Opportunity Fire as well? Gives another use to Siege units such as artillery, and allows ships to do something once they've bombed down the defense.
 
Testing the AF Mod via Merged Mods- the WWI Bombers the way Ninja did it were horrifically overeffective. Yet I still ended up losing due to fighting too many coalitions.

I'd also look at Active Defense as well. Allows Fighters to attack ground units at end of turn (unsure if part of AFM, part of DCM though)

Can I ask for you to include Opportunity Fire as well? Gives another use to Siege units such as artillery, and allows ships to do something once they've bombed down the defense.

You mean the way Dale did it. I didn't tweak the missions at all, I just included them... which mission is overpowered? I can just remove that particular mission from the early bomber.
 
That's the overpowered mission- destroy buildings.

The reason- you tend to fail the mission, and really drop down the population. Terror bombing was not popular with WWI bombers. It's fine for WWII bombers, but it's completely ahistorical with WWI bombers. If you could tweak the odds of success down for WWI bombers, and eliminate the chance to reduce pop by "hitting civilians", then it would be fine.
 
That's the overpowered mission- destroy buildings.

The reason- you tend to fail the mission, and really drop down the population. Terror bombing was not popular with WWI bombers. It's fine for WWII bombers, but it's completely ahistorical with WWI bombers. If you could tweak the odds of success down for WWI bombers, and eliminate the chance to reduce pop by "hitting civilians", then it would be fine.
You're saying it's overpowered, or ahistorical?

The former is a game balance question, and the latter is a history/simulation question.

(I don't have a problem with either, just using one to justify the other, which makes no sense.) :)

Wodan
 
I'd say ahistorical, as with WWII bombers it's ok. That said I do think WWII Bombers and Jet Bombers should have lethal bombardment. (I think the jets already do, but I tend to build more Jet Fighters instead)

I do think WWI aircraft still are a little too damaging, but if they were weaker, no one would build them other then bust airships.
 
WWI aircraft were significant more for their ability to bust the fog of war, than anything else. In CIV, however, both religious and espionage sight tends to make that benefit somewhat useless. In addition, tactics in CIV really don't mean much. There's not any "swing a regiment 10 miles out and come in on their flank". Each tile in CIV is, what, about 500 miles across?

Wodan
 
Available for download now... Wolfshanze Mod v2.67...

This is not a huge release... I'm holding-back on gameplay changes for a later update... what this update does, is basically add a bunch of models that have recently become available... so consider it a graphical update... not much changed in gameplay... it's just "prettier".

Still compatible with all v2.6x saved-games.


************
New in v2.67
************
Francis I added as leader of Austrian Empire
Russian Early Tank changed to FT-17
Heavy Cruiser and Destroyer moved back slightly on the tech tree

New models/skins for:
French Loire-Nieuport LN.401 Light Bomber
French Dunkerque class Battleship
Russian Gangut class Battleship
Roman Littorio class Battleship
Roman Breda Ba65 Light Bomber
Roman M13/40 Tank
Commonwealth Fairey Battle Light Bomber
English Fairey Swordfish Light Bomber
English Ark Royal Carrier
English Astute Attack Sub
Egyptian Settler
Egyptian Warspite Battleship
Indian Queen Elizabeth Battleship
Indian Knight
Indian Swordsman
Indian Settler
Ottoman Rifleman
Ottoman Settler
Spanish Cavalry
Spanish Tank (Vickers-E)
Spanish Heavy Tank (StuG-III)
Spanish Marine
Mongolian Settler
MidEast Settler
Asian Explorer
 
I've found fogbusting occasionally useful. Gives you a sense of either a stack of transporting coming to draft some infantry and airlift some machine guns in. or to see how defended cities are.

What WWI bombers should be used for is bombing improvements, lowering town defenses slowly, and bombing troops.
 
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