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

Wolfshanze,

Would you consider breaking up your download into more manageable sizes? There's a lot of rendundant data being downloaded, everytime you upgrade. Maybe make the music and movies optional companions? Personally, I've switched movies off, and play without sounds...
 
Wolfshanze,

Would you consider breaking up your download into more manageable sizes? There's a lot of rendundant data being downloaded, everytime you upgrade. Maybe make the music and movies optional companions? Personally, I've switched movies off, and play without sounds...
The short answer is no.


Here's the long answer:
Spoiler :
I personally find having to do multiple downloads to get a single mod rather annoying... and while its certainly feasible to have say a "v2.7 base" and then separate patches to bring it up to v2.72... once again, I find that very annoying to me, and it's actually more work for me to put it into that kind of format.

There was enough confusion when I briefly offered separate update patches for the Jap General fix and/or the custom DLL fix... I was bombarded with folks confused over those enough as-is. It's so much simpler to have one big download and call it a day.

In all honesty, I think it takes me something like 15 minutes on a bad day to get a 270MB download done (faster on a good day)... and considering (at the quickest) I might do an update once every two weeks (that's at fast speed) 15 minutes out of 336 hours (or 20,160 minutes) or more isn't all that bad. If you're using Dial-Up internet in 2008... well, that's not my problem... this mod is not meant for people with dial-up internet or people with Pentium-3s and 256MB of system ram either.

If for your own purposes you only want the art FPK, by all means, extract it and upload it on filefront by itself to go with your mod. the art FPK does NOT contain the movies or music from the Wolfshanze Mod... though why you'd remove those from your own mod, I have no idea... but to each their own. The Wolfshanze.FPK file is mostly made-up by the unit art and the ethnic citystyles. All sounds and music are in separate folders within the mod itself... but as I mentioned earlier, I like having the entire mod in a single download for clarity and ease of installation purposes...

Remember... the Wolfshanze Mod was built to be it's own mod, and is uploaded in that format... I'm not uploading it for the primary purpose of being downloaded in bits for use in other mods. Folks are more then welcome to do whatever they want with the mod, including taking bits out of it, changing it, whatever... but I'll be keeping it in a single-download format for multiple reasons. ;)
 
My two cents I agree... it would be a pain for the majority of fans of your mod to have to download and install multiple files. Plus it'd be more of a headache to manage. I'd rather have you spend your time adding more cool stuff than junk around with multiple files all the time. ;)

Wodan
 
I'd rather have you spend your time adding more cool stuff than junk around with multiple files all the time. ;)
That's definately my goal... P-38s and the Graf Spee will come with v2.73 when it sees the light of day (not imminent!)
 
don't think it's bhruic. I've never dl'd his patch and I noticed this problem with E1000AD.
Then it wouldn't be the custom DLL he's got for the mod, since it's just Bhruic's patch with the 40 civ DLL, and that mod only CvDefines.h, CvGame.cpp and CvPlayer.cpp, and none of the changes have anything to do with Privateers, unit invisibility or hidden nationalities.
 
Huh, there is a Graf Spee ? or did you not yet post it ? ;)
My current version of the Wolfshanze Mod is v2.72 (released this week)... I have no intentions of releasing another version anytime soon (though "soon" is a relative term)...

What I did say, was that I do have some things planned for v2.73 (whenever that is).... the P-38 (released about an hour after I released v2.72), and the German Pocket Battleship Admiral Graf Spee will appear in v2.73.

No... as of this second there is no Admiral Graf Spee Pocket Battleship available for download for Civ4... but there will be one soon. Check General Matt's Creation Thread... we're working on one for the Wolfshanze Mod!
 
My current version of the Wolfshanze Mod is v2.72 (released this week)... I have no intentions of releasing another version anytime soon (though "soon" is a relative term)...

I wasn't speaking of 2.73 but of the Graf Spree, since you seem to be doing the uploads for GM right now ;)
 
I wasn't speaking of 2.73 but of the Graf Spree, since you seem to be doing the uploads for GM right now ;)
Yeah... the Graf Spee is imminent... should be coming out pretty darn soon (though once, again... "soon" is a relative term). Right now I'm busy critiquing Matt's work... probably would be out by now if it wasn't for me!

For a preview, click on the link above for General Matt's creation thread... say a word or two if you like it... Matt does VIEW the forum, he just doesn't post much (a lot more difficult for him to actually post).
 
The short answer is no.
If you're using Dial-Up internet in 2008... well, that's not my problem... this mod is not meant for people with dial-up internet or people with Pentium-3s and 256MB of system ram either.

I'm on dial-up (no other choice but satellite due to my location) and I have no problem or complaints downloading the full mod again. For broadband users it shouldn't be an issue at all to download it again even if you have bandwidth limits since it's not that large of a file.

It's much appreciated you come out with updated versions of the mod. As for the movies/sounds, it's a lot more convenient for the user to just disable it instead of having everyone download two downloads when it could be one, or having a second version with the sounds/movies stripped which would end up with Wolfshanze having two mod versions each time with a possible companion pack for people who downloaded the stripped down version and want to upgrade to the full one.
 
I'm on dial-up (no other choice but satellite due to my location) and I have no problem or complaints downloading the full mod again. For broadband users it shouldn't be an issue at all to download it again even if you have bandwidth limits since it's not that large of a file.
When I was on dial-up and had very large files to download, I often just had a friend do it for me and give/send me a CD of the download.
 
I'm having some problems with 2.72. When I go to "play now", set up the game and then press "start" the game crashes. I didn't download the custom DLL before I got 2.72.
 
I'm having some problems with 2.72. When I go to "play now", set up the game and then press "start" the game crashes. I didn't download the custom DLL before I got 2.72.
v2.72 contains it's own DLL... if you can't even start the game from "Play Now", you've got something wrong going on at your end... cuz that's about as basic as it gets, and it DEFINATELY starts new games!

Do you have anything in your custom assets? Are you playing BtS v3.13? Were you picking a certain/same nation every time?
 
Okay... I've found a repeatable CTD bug in the Wolfshanze Mod, and I suspect it's been there since v2.70.

The Byzantines cannot reach the Industrial era (or so it seems).

I was playing a 100% totally stable game, that magically CTD between turns on the same turn the Byzantines (and nobody else) was reaching a new tech, "Scientific Method"... which coincidentally, gets them into the Industrial Age.

I know this causes a crash, because I went back several turns and it always crashes the instant they reach the Industrial Age (ie: finish researching Scientific Method).... I even went into World Builder, and leveled most of their cities so that reaching Scientific Method would be delayed... the game was stable until once-again, they reached this tech.

Okay... So I know it's a definate CTD bug. Usually this is caused by a bad unit or a bad graphic of some sort... so I changed the Byzantine Units and Cityset back to default, but in both cases, I still got the CTD... so I'm a bit confused as to where to go next with fixing this... but obviously it should be correctable... I just need to think about it for a little while longer...

Any modders who are reading this... if you have any ideas how I could fix this, feel free to speak-up... The biggest changes were the new citystyles, and I have to double-check what units were added for the Byzantines, but if that's the case, changing the city and unit sets to something else should have solved it (I think)... unless it's a Byzantine-specific building they always get (they Hippodrome?). Dunno...

Anyways, now that I've isolated a bug, hopefully I can squash it... anyone with any ideas, feel free to forward them... I'll keep trying to find a solution here... and anyone playing a game with the Byzantines in it... you're best to crush them and obliterate them from the map before they reach the industrial age!

I'll keep cracking.
 
I'd start a new game and see if the Byzantines cause the same trouble in that one too. If yes, then it has something to do with their definition. If no, then it's something in that other game.

good luck

Wodan
 
Okay... now I have a problem... I can't recreate the problem with the Byzantines with a fresh start in World Builder... yet the problem DEFINATELY is caused by the Byzantines researching Scientific Method in my saved game... if I prevent or delay the Byzantines from getting that tech, the game is stable as can be. The entire game hasn't crashed a single time from 4,000BC to the time the Byzantines reach the Industrial Age... but the minute they reach that milestone, this game CTDs immediately inbetween turns... yet it's preventable if the Byzantines don't reach that milestone.

Darn it be to all, I can't recreate that bug in a fresh start... but if it's linked to a certain building or unit or something... I dunno... I didn't add every darn unit and building in the game to the test map. This could very well be linked to the rash of crashes since v2.7 and if it's it, I'd like to isolate it and squash it... but it only seems to be cropping-up in my one save, but it's VERY SPECIFIC (linked to the Byzantines reaching the Industrial Age).

I've had two fresh games CTD unrecoverable since going to v2.7, and both were around the Industrial age, and I had the Byzantines in both games. I don't want to give-up and ignore this like it's not an issue, but I can't seem to put my finger on what's causing the problem in the first place... I only know it's definately occuring in a saved game, but I can't seem to recreate it with a World Builder map.

I'm running out of ideas.
 
Can you post the save ? I would like to look at it and try a few things... (Assuming it's for the version of the mod i would get if i download now, because i dont have it yet.)
 
Can you post the save ? I would like to look at it and try a few things... (Assuming it's for the version of the mod i would get if i download now, because i dont have it yet.)
Sure thing... this save is for v2.72... the current version of the mod.

It's 1625... Germany (human player) is about done... Byzantium (AI) is about to discover Scientific Method... that's the trigger for sure. If you go into WB and level a few Byzantium cities and delay the discovery, the game stays stable... the instant the Byzantines discover Scientific Method the game will crash to desktop, and it happens between turns.

I'm all up for ideas because I'm running out of them. It's got to be a mod-related bug, because I never had problems finishing games till recently. This bug eludes me.
 

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Yeah, why not post the save and let Refar or me or somebody see if we CTD too.

I've also got the Byzantines in my current game. They're vassalized and only have 2 cities, but I'll bump them up and see if it crashes when they get SciMeth.

Wodan
 
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