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

@Wolfshanze if yer Rig isn't DDR2 compatible, you wont be able to get 4 Gigs on most Mobo's. I couldn't find any 2GB DDR1 modules.
For example,
DDR1, 1GB : ~$45 : Samsung PC3200 1GB DDR400
DDR2, 4GB : ~$80 : Corsair XMS2 TWIN2X4096-6400C5 4GB DDR2 2X2GB

DDR1 is twice as expensive, and since most mobo's have 3 RamSlots, thats 3Gigs max
and if you happen to have a Nvidia Board you lose out on TwinBank enhancements if you don't do something like 512/512/1G - if you do 1/1/1 twinbank will be disabled.

So 3gigs of DDR about 135 dollars, vs 4 gigs of DDR2 for 80 bucks heh.

I'll be upgraded the internals of my box later this year, its just too expensive to maintain an AGP slot and DDR ram.
 
First of all, hello, I've been lurking for ages but never got round to registering - bit to lazy I guess! But recently I downloaded the Wolfshanze mod, and eventually figured out how to get it to work (sorry, technophobe here - I've downloaded several other mods which I could never start, and yes, I know it should be quite easy! Sorry!). Its really great, adds a lot to the game. The first few times it seemed to work fine, then for some reason at a random point in the game, it crashes to desktop, and always does at the same point, no matter how far back I reload. I've restarted (ie new game) and the problem persists, which needless to say is very frustrating.

I searched the forum and only came up with one similar problem (entitled 'Crash with Wolf's mod v 2.3'), but was totally unable to understand the explanations!

If anybody could help, it'd be much appreciated. I think I have managed to upload the saved game, it crashes that turn... at least on this computer...

AFAIK I'm fully updated on official patches, plus using 'Bhruic's 3.13 patch' (hmmn, just noticed a new patch, 'Solver's unofficial BtS 3.17 patch', will that help? Will try anyway), then the mod itself.

I have a duo core2 2.5 gh, 4 gig ram, Vista. If you need any more info, make sure to tell me how to get it!

And sorry for the hassle!
You probably have an older version of the Mod... there was a serious CTD bug with the mod from v2.67 to v2.72... this serious bug was fixed in v2.73 (currently available). I suggest you download the new version as it fixes all known CTD bugs.

Realize it's designed for v3.13 of BtS, so don't update your base game to v3.17 yet!




@Wolfshanze if yer Rig isn't DDR2 compatible, you wont be able to get 4 Gigs on most Mobo's. I couldn't find any 2GB DDR1 modules.
For example,
DDR1, 1GB : ~$45 : Samsung PC3200 1GB DDR400
DDR2, 4GB : ~$80 : Corsair XMS2 TWIN2X4096-6400C5 4GB DDR2 2X2GB

DDR1 is twice as expensive, and since most mobo's have 3 RamSlots, thats 3Gigs max
and if you happen to have a Nvidia Board you lose out on TwinBank enhancements if you don't do something like 512/512/1G - if you do 1/1/1 twinbank will be disabled.

So 3gigs of DDR about 135 dollars, vs 4 gigs of DDR2 for 80 bucks heh.

I'll be upgraded the internals of my box later this year, its just too expensive to maintain an AGP slot and DDR ram.
Well, if you want to get technical, this is my No-Shizzy system... I know everything about it, because I hand built it myself! Last time I slapped a new MB in it was 2004... so yeah... it's an AGP/DDR1 system, but it's still soldiering-on... no need to slap several hundred to a thousand bucks on a new system if I can extend the life of this one with $40 bucks worth of memory.

System Specs:
Spoiler :
CPU:
Intel Pentium-IVE Prescott 3.0GHz (Socket-478)
with 800MHz FSB (front side bus)

MOTHERBOARD:
Asus P4P800 SE
(4 memory slots total)
Intel 865PE Chipset
AMI BIOS

MAIN SYSTEM MEMORY:
1 Gigabyte Mushkin PC3200 CAS2 DDR SDRAM (184-pin DIMM)
2x512 Dual Channel

PRIMARY VIDEO CARD:
NVidia GeForce 6800GT w/256-megs (AGP)

I have an Intel 865PE Chipset with four memory slots... two are filled (2x512MB dual-channel)... I'm pretty sure I can up it to 2GB safely... I'm not going to sweat it for $40 bucks (buying more Mushkin memory). There is just no reason to flush money down the tube on a PCI-E system, just to say I have a PCI-E system... my AGP system is running Civ4 better then a lot of peoples much newer systems... and mine is paid for! It's just too expensive to buy a PCI-E slot and DDR2 ram when mine is working as fine or better then the folks with Walmart-special PCI-E systems around me.
 
Thanks to all who replied to my query. I really appreciate it!

It looks like I might have to make do with the boring, old, original BTS until I upgrade my hardware. :gripe:

And a big "THANK YOU" to Wolfshanze for this mod. It's really good. I'll be straight back to download if pigs start flying and I actually update my computer. :)

4thD
 
Wolf, you know, if you allow explorer (or all recon units) to attack, can we allow them to upgrade as well? No reason not to allow it, at all. And, it's one of the reasons probably few people build the dang things.

Wodan
 
Look out the Wolfs on the prowl :lol::lol::lol: i just happen to think Italy & Musso's a better fit for this particular mod than Rome, HOLD FIRE WOLFIE this is your mod and it is great as it is and i will use it whatever you do it (within reason) ;) Just get Reagan, Thatcher & Musso in or i'll sink your Graf Spee if it ain't blown up again. :mischief:
 
I had tried that recently, since while exploring in my caravels I kept running into archers and warriors sitting atop GoodyHuts and it was cheezing me off. So I modded in Explorers can attack. I wanted to just let them attack Barbs & Animals, but I found that there is no "ANIMAL_TYPE" :P It will require compiling the DLL to create an animal combat type. It worked well enough - but I agree Explorers need to have another upgrade path - my thoughts were mounted Explorers :-) Possibly MV:2, Free Commando or March, and STR 10 - should come available around when you can get Cavalry. Or str 8|9 and available around the time of Currasiers.
 
Could use the same graphics as the Conquistador... good idea. But, they, in turn, should upgrade to Cavalry.
 
Well Explorers aren't supposed to be combat units, they're supposed to be explorers! Yes, I gave them attack ability (at a whopping Str-4, wow!), but that's really only designed to kill-off primitive barbarians not capture major Civilizations cities.

If you were to give them an upgrade path beyond explorer, I was always thinking Zeppelin or Scout Plane or something like that... but the thought of upgrading an explorer in the countryside instead of in a city (airport) would probably make for some weird situations!

Maybe the "Balloon" unit with a movement of 4, moves like a gunship (doesn't need to be based), but can also travel over water... hehe... of course it would lose it's combat ability!
 
Maybe Explorers should have an upgrade path themselves.

Scout, Explorer, Conquistador?

Then give the Spanish a new, non-sucky UU. I still think Tercio Infantry would be the best option there. Musketman UU, +50% vs Horse?

Considering that the Spanish are probably the overall crappiest civ in the game in Vanilla BTS, they do need a boost. Their UB doesn't last very long, though it's a bit improved in the mod with Cannons coming earlier.
 
The Conquistador hardly sucks. It's a Horse Unit that gets DEFENSIVE bonuses, +50% vs melee, with all the normal Horse abilities: Withdraw from combat and Flank attacks.
 
Maybe I'll give the Spanish another UU alltogether... like the Spanish Galleon or something... also make the Conquistador a UU for the Explorer (with some tweaks of course) and give them the Cuirassier back. Perhaps that would help Spain, and make the two UUs able to work together.
 
The Conquistador hardly sucks. It's a Horse Unit that gets DEFENSIVE bonuses, +50% vs melee, with all the normal Horse abilities: Withdraw from combat and Flank attacks.

By the time they get it, especially in Wolf's mod, you don't see a lot of melee.
If are you seeing melee, you're going to win easily anyways.
 
All that sounds good!

Anyway my suggestion was mostly to let the explorer upgrade to something.
 
By the time they get it, especially in Wolf's mod, you don't see a lot of melee.
If are you seeing melee, you're going to win easily anyways.
Hmmm? :confused:

I didn't make the Explorer harder to get in the Wolfshanze Mod... I either left it the same or (if memory serves correctly), I moved him up one tech (from optics to compass) to have him come earlier.

In any respect, I don't foresee doing much else with the Explorer in-and-of himself. Stats and availability will remain the same. The only change I really thought necessary was giving him the ability to attack, and I think that works well.

I might add something for him to upgrade too, but that's not a main concern of mine right now... I probably will take a good look at the Spanish though, and at some point (either next release or soon thereafter) fix their UU's a bit... give them a Spanish Galleon UU and/or make the Conquistador a UU for the Explorer (with some tweaking).
 
Hmmm? :confused:

I didn't make the Explorer harder to get in the Wolfshanze Mod... I either left it the same or (if memory serves correctly), I moved him up one tech (from optics to compass) to have him come earlier.
He means the Conquistador unit as is.
 
He means the Conquistador unit as is.
Oh yeah... Conquistador... well, once again, that's a Cuirassier replacement, and I certainly didn't make the Cuirassier harder to get.

But yeah... I'll probably change the Conquistador around and make it an explorer replacement and then beef-up the Galleon a bit, giving Spain two UUs that complement one-another... should end any complaints of the Spanish sucking and having a useless UU.
 
It's the fact that macemen upgrade to musketman.

The Conquistador was fine as a Knight replacement in the past.
 
The Poland information is missing from the AltGermanFlags.zip package.
I knew I forgot something!

Thanks... it's now fixed in the 1st post!
 
i personally like conquistador unit.

i think there could be made some changes like moving castles to feudalism and to make a new building type - fortress (like those were at renaissance times, designed to resist cannon fire) which needs engineering and gunpowder. and this building will obsolete with artillery. so citadel will be replacement for the fortress. or a fortress coming with feudalism (like shumerian ziggurat)

ps.
is it possible to make artillery unit changing with era - looking like civ2 artillery in industrial and like it is now in modern?

pps.
as for jaguar unit, give him enslave ability (very easy can be done by editing unitinfos), so it will have a chanse of creating worker after battle like a javelin thrower in civ3
 
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