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

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

I like these ideas a lot, except for the Jaguar/Enslave. Would make it easily one of the best UU's in the game, depending on the chance of course.
 
uh i've just read unitinfos but there is no tag for enslavement. i thought privateers had such an ability... maybe in BTS 3.0? so this could be forget. i think jaguar may have drill promo or something to strengthen him.
as for swordsmen at all, its very strange why axemen beats them. sword is much better weapon than axe but expensive tough. even spearmen must be a stronger unit (if in field). i think axemen must be a cheap city assault unit, upgradeable to swordsmen (just like modded grenadier)

generally speaking all ancient/medieval warfare in the game is innacurate.. it's a fantasy, not real history. i know that this is for balance (axe kills spear, spear kills chariot, chariot kills axe) but eh it is stupid :(
 
Enslavement is best for naval units. Often ships were captured by boarding or struck colors. So having "enslavement" for ships up to the pre-drednaught (I know I mispelled that) would be fun and accurate. %60 of the time the unit is destroyed. %40 of the time you get an enslaved unit.

Or it could be a promotion?
 
it would be cool to capture siege engines as well, like in civ3. but this could not be done without messing with gamecore dll i think.

Oh yes. The Wolfshanze Mod isn't supposed to mess with the core game an awful lot.:rolleyes: Forgot about that.
 
ATTN BtS v3.17 Users... new Gamecore for the Wolfshanze Mod

The Wolfshanze Mod was made especially for v3.13 of BtS, and includes a v3.13-specific custom Gamecore DLL file.

Since v3.17 was very recently released, the Wolfshanze Mod has not yet been "officially" updated to support v3.17, but will soon... I have, however, added "unofficial" support for v3.17... but to make it work you need to do one thing...

Download this Wolfshanze Mod v3.17 Gamecore DLL Patch, then replace the "CivGameCoreDLL.DLL" file found in the Wolfshanze Mod "Assets" folder with this new "CivGameCoreDLL.DLL" file. This will make the mod compatible with v3.17 and with full-support for 50-civs and the included Earth Maps (35 Civs plus colonies).

Soon, I will "officially" update the mod to v3.17, but for now this simple download will suffice for v3.17 users! Thanks to Solver for this fix... it includes his "0.19 Unofficial Patch for v3.17" which brings v3.17 pretty-much to Bhruic v3.13 patch levels and it supports 50-civs, which is perfect for the Wolfshanze Mod and it's included Earth map scenarios.
 
GOODYGOODYGOODY!!! :clap:

Wolfshanze said:
Soon, I will "officially" update the mod to v3.17, but for now this simple download will suffice for v3.17 users! Thanks to Solver for this fix... it includes his "0.19 Unofficial Patch for v3.17" which brings v3.17 pretty-much to Bhruic v3.13 patch levels and it supports 50-civs, which is perfect for the Wolfshanze Mod and it's included Earth map scenarios.

But wouldn't lots of civs really slow the game down? Or do they knock each other out before then?
 
GOODYGOODYGOODY!!! :clap:



But wouldn't lots of civs really slow the game down? Or do they knock each other out before then?
I'm not actually trying to encourage folks to play with 50 civs... that's just a ceiling in the game code... the ceiling could (in theory) be 4,325 Civs in-game... it's just a cap, not a recommendation. The main purpose for raising the ceiling is that by default, no more then 18-civs can be in default Civ4, and that includes colonies of major civs. The main purpose of the change in game-code is to raise that number over the default 18 and allow the 35-civ Earth map scenario(s) included with the Wolfshanze Mod to be played and still have room for civs to make colonies if they want.

And yes... the more civs you have, the beefier your system must be to run smooth. Which reminds me, my extra GB of system memory should be here today!
 
I can't believe I didn't think of this before, but I think I finally found a solution for something that's been bugging me for a long time... what to do to make subs useful without making them too powerful.

My first step was to give them bonuses against transports (and flanking against transports)... and while that certainly gives them a targeted role and purpose (commerce raiding), it still, to me, did not give them that "fear factor" that plagued all ships in WWII... nobody (even battleships) wanted to run afoul of a submarine without an escorting destroyer or two in tow...

The problem in Civ4 has always been it's pretty-much a straight-up "my strength vs your strength" system... and I wasn't fond of the thought of giving subs attack bonuses that actually made them stronger then cruisers or battleships.

Well, the 'obvious' solution just kind of dawned on me today out of the blue... why not give all submarines "First Strike" abilities, and to counter, give all destroyers "immune to first strike" abilities. It's not an earth shattering combat effect... but it might just help give those subs a chance at cracking "the big ships" with a first strike or two, but still make it risky to engage a capital ship... at the same time, giving immunity to subs helps further solidify destroyers as anti-sub units and needed escorts.

Well, anyways... my epiphany of the day. I'll implement this change in the next version of the Wolfshanze Mod.
 
A note on the DLL. When beginning a game, it took longer than it would without the DLL to start. Other than that, the game works fine. Saves load the same as well.
I assume you're speaking of the new v3.17 custom DLL?
 
I can't believe I didn't think of this before, but I think I finally found a solution for something that's been bugging me for a long time... what to do to make subs useful without making them too powerful.

My first step was to give them bonuses against transports (and flanking against transports)... and while that certainly gives them a targeted role and purpose (commerce raiding), it still, to me, did not give them that "fear factor" that plagued all ships in WWII... nobody (even battleships) wanted to run afoul of a submarine without an escorting destroyer or two in tow...

The problem in Civ4 has always been it's pretty-much a straight-up "my strength vs your strength" system... and I wasn't fond of the thought of giving subs attack bonuses that actually made them stronger then cruisers or battleships.

Well, the 'obvious' solution just kind of dawned on me today out of the blue... why not give all submarines "First Strike" abilities, and to counter, give all destroyers "immune to first strike" abilities. It's not an earth shattering combat effect... but it might just help give those subs a chance at cracking "the big ships" with a first strike or two, but still make it risky to engage a capital ship... at the same time, giving immunity to subs helps further solidify destroyers as anti-sub units and needed escorts.

Well, anyways... my epiphany of the day. I'll implement this change in the next version of the Wolfshanze Mod.

Ships can get First strike normally, I use it on my battleships and dreadnoughts a lot in your mod, are you going to remove that? Would that be a good idea? What about promoted wooden ships?

Second though: can some units be maintenance-free, or become maintenance free with certain techs? If they can, I have some ideas.
 
Ships can get First strike normally, I use it on my battleships and dreadnoughts a lot in your mod, are you going to remove that? Would that be a good idea? What about promoted wooden ships?

Second though: can some units be maintenance-free, or become maintenance free with certain techs? If they can, I have some ideas.
You can get DRILL for ships, which gets you some first strike ability... I'm not giving subs DRILL though, they're getting an inherent first strike ability (like Longbowmen or Skirmishers).

The ability to get DRILL (including for subs) has NOT changed... the only thing that has changed is that subs just get an inherent ability at first strikes (zero experience out of the dock and you get 1-2 first strikes). Adding DRILL promotions only adds to this ability.

Now destroyers will be immune to first strikes, and while it's main intent is to off-set the ability of Subs, it would (naturally) negate from bigger ships as well... but I don't see this as a problem for several reasons:

1) With experience a little harder to come by for naval units, and since subs and destroyers only show up in the Dreadnought Age and later, I'm assuming what experience folks are getting for capital ships is probably being assigned mostly to things like Gunnery Control, Damage Control and possibly movement bonuses...

2) You can explain-away the "first strike" thing in the fact that destroyers are small fast targets to hit, so are harder to just nail at long distance. True or not, it sounds good on paper!

3) If someone is fond of the DRILL promotions, it would only hinder engagements against destroyers... but if you're a capital ship, the way the Wolfshanze Mod is geared with bonuses and STRENGTH factors, you probably don't need first strike to sink a destroyer from a Dreadnought or Battleship... the DRILL first strikes would still be useful against other ship classes.

I put a lot of thought into this (as I do everytime I change some combat values or mechanics)... I think this is a plus-plus situation all around... I don't really see a downside and it's better then just trying to get subs to trump all units through other strength bonuses or something (or leaving them as-is which is still a bit weaker then I would like/think they should be)... they are still weak, but the first strike gives them some teeth.
 
Second though: can some units be maintenance-free, or become maintenance free with certain techs? If they can, I have some ideas.

You can change iExtraCost to a negative value, -1 for unit pays for itself and less for it pays for other units
 
You can change iExtraCost to a negative value, -1 for unit pays for itself and less for it pays for other units

Can technology change the maintenance costs of units?

Here's the idea: when certain techs are discovered, certain units would become maintenance-free.

Melee units would have one last upgrade at constitution to gendarmes/police, (9 str, no bonuses), but would be maintenance-free, costs only 10 gold to upgrade, if that. Main use of the unit would be policing.

Wooden ships would be unupgradeable to more modern ships, but become maintenance-free at say, Industrialization

I really have never liked the CR III advanced unit exploit much, but there's no good solution to it as of now. I'd love to see one.
 
hi man
the link to the DLL doent work
it gives error when trying to d\L
Not sure what to tell you... I just double-checked all the download links and they're all working fine for me, including the DLL links. :dunno:

Anybody else having download problems?
 
Can technology change the maintenance costs of units?
no

do not like idea of upgrading meelee to police and no maintenance for ships. maybe having a police unit is a good an idea but str 9 is too much for it. and it will work only with monarchy :(

i think there could be a unit with no maintenance that can be drafted when you use theocracy (crusader/mujahid, terrorist etc).
 
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