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

Propunk - that sounds like your gfx is overheating. Turn down settings a bit, see how that works out.
 
Propunk: I literally burned out a GeForce 7000 series with my CIV playing. I would suggest not playing for longer than a couple of hours before you take a break and shut the system down so your card can cool off.
 
HELP!!!: I have an Nvidia Ge force fx 5500. Every 20 turns or so the graphics get all scrambled up and the game has to be closed and my pc restarted. Any clues concerning settings will be more than welcome.
Propunk - that sounds like your gfx is overheating. Turn down settings a bit, see how that works out.
While a GeForceFX 5500 is not exactly cutting-edge, I think it's more likely a memory problem.

How much memory do you have in your system Propunk? I assume that since you have a GeForceFX 5500, you probably have 1GB or less of system RAM? I've been running Civ4 for a long time on a 3.0GHz P4 with a GeForce 6800GT and 1GB of system ram... playing for long amounts of time on that system sometimes led me to the same problems you are experiencing (graphical glitches and/or weird distortions occurring after long periods of play). I recently doubled my system memory to 2GB and those problems have gone away (along with much smoother play late-game with everything turned up to max). Also, ALT-TABBING plays havoc on Civ4... I do admit, ALT-TABBING led to more corrupted games for me with 1GB then anything else did (I always saved before ALT-TABBING, because a lot of times I would ALT-TAB back into the game only to find a graphical error).

You might want to look into increasing your system memory... it helps a LOT with Civ4, and buying an extra GB of high-quality system memory only set me back $40 bucks.... oh, and my bad habit of ALT-TABBING is a lot quicker and more stable now with that extra GB of memory! ;)
 
Is there any chance of producing a Mercenary buying pool where you can buy mercenaries based on technology and power? Ie. the more technology and power you have the better the mercenaries you can buy. However, you have to be careful with mercenaries as they can move against you if they aren't paid. This could also lead to random events such as mercenary revolts, etc. What do you think? Sound a bit more realistic for reality. For mercenaries I am meaning that most of the mercenaries would probably be foot soldiers rather than troops such as tanks, mechanized infantry, planes, helicopters, etc. However, having said this, these items should occasionally come up for sale, especially after a period of civil disobedience in an empire... However, these units should come with very low promotions, and require a period in a city with a barracks to train into integration with your army. Occasionally with Civil Disorder a more advanced unit should come into your pool but it should be considered expensive due to the need to smuggle it out of its empire and the blackish deals necessary to acquire it. In addition these units should reflect the civilizations in the game. Thus though a Samurai may be a Unique Japanese unit, it may be possible for a Chinese Civilization to acquire one as a mercenary to use in battle... It only has unique unit status for the Japanese but it is useful to the other civilizations as a Mercenary. May be potential for new event based on introduction of new tactics in battle...
 
You might want to talk to Ninja about that at the Merged Mod... I'm really trying to keep the Wolfshanze Mod light... as-in, not veering too much from the default game... I know I've changed a few things here and there, but mostly it's been some additional units where holes existed and/or a few minor tweaks to which techs need to be researched to advance... but for the most part, the Wolfshanze Mod still adheres very closely to the base BtS Civ4 experience. For more radical changes, you should consider mods based on the Wolfshanze Mod that go a step beyond (like the Merged Mod), or perhaps make your own mod based on the Wolfshanze Mod (you're more then welcome to)... I think I will be keeping the Wolfshanze Mod mostly tied to the default game.
 
You might want to talk to Ninja about that at the Merged Mod... I'm really trying to keep the Wolfshanze Mod light... as-in, not veering too much from the default game... I know I've changed a few things here and there, but mostly it's been some additional units where wholes existed and/or a few minor tweaks to which techs need to be researched to advance... but for the most part, the Wolfshanze Mod still adheres very closely to the base BtS Civ4 experience. For more radical changes, you should consider mods based on the Wolfshanze Mod that go a step beyond (like the Merged Mod), or perhaps make your own mod based on the Wolfshanze Mod (you're more then welcome to)... I think I will be keeping the Wolfshanze Mod mostly tied to the default game.

I'VE GOT IT! Wolfshanze - Nuclear Apocalypse Addition

A race of Nuclear Monkeys have come back from their planet to take over the Earth. They strike Europe and set up the continent as their main headquarters. Unfortunately, their technology has allowed them to leak into the planet itself and raise Zombie Nazis, which then invade Africa. The Chinese team up with Russia to fight an Eastern front while Canada and Great Britain attempt to hold ground in the West.

The United States splinters into East and West and is of no help.


The Battle Begins! :lol:
 
I'VE GOT IT! Wolfshanze - Nuclear Apocalypse Addition

A race of Nuclear Monkeys have come back from their planet to take over the Earth. They strike Europe and set up the continent as their main headquarters. Unfortunately, their technology has allowed them to leak into the planet itself and raise Zombie Nazis, which then invade Africa. The Chinese team up with Russia to fight an Eastern front while Canada and Great Britain attempt to hold ground in the West.

The United States splinters into East and West and is of no help.

The Battle Begins! :lol:
Oh thanks... thanks for leaking my next planned update to the Wolfshanze Mod! I was trying to keep that a secret! :mischief:
 
I'd like something that allowed the CivIII mechanism where nations geographically similar started near each other (even though it ticked me off to see America a Native American nation. Yeah, they were similar, but Americans are European. I think they could do better than that). I don't know if that would be incorporated in a map script or something, but that's on my wish list.
 
Thanks a lot for the feedback, guys!
My video card has 256 meg memory, my RAM is 1.5 GB, with a 2.66 GHZ processor. Well, I guess the only way out is to upgrade my system.
 
Thanks a lot for the feedback, guys!
My video card has 256 meg memory, my RAM is 1.5 GB, with a 2.66 GHZ processor. Well, I guess the only way out is to upgrade my system.
Sounds like you should get at least decent performance out of that setup... which video card is that w/256MB?
 
If the heat inside the PC can't escape, it won't matter if you upgrade. For starters, try playing the game with the cabinet open. If that works, then you have a heating issue, and you need fans in your cabinet - not a new graphics card.
 
Wolf

Didn't get it. "Decent performance out of that set up." That's the video card I could afford back then.
 
Back on topic... :)

Wolfshanze, when you release your next version, will you integrate the XML changes for units from 3.17?

What else can we look forward to? :)
 
Thanks a lot for the feedback, guys!
My video card has 256 meg memory, my RAM is 1.5 GB, with a 2.66 GHZ processor. Well, I guess the only way out is to upgrade my system.

I have pretty much the same specs, slightly faster CPU. I can play well into the modern era on a large map fine before I get bad delays on the AI turnsets. And really I shouldn't be letting my games get deep into the Modern age anyway (sometimes it does though). You should be fine so long as you don't play on a huge map (game gets unbearble for me in the late renesaince on huge)
 
Propunk said:
Thanks a lot for the feedback, guys! My video card has 256 meg memory, my RAM is 1.5 GB, with a 2.66 GHZ processor. Well, I guess the only way out is to upgrade my system.
I have pretty much the same specs, slightly faster CPU. I can play well into the modern era on a large map fine before I get bad delays on the AI turnsets. And really I shouldn't be letting my games get deep into the Modern age anyway (sometimes it does though). You should be fine so long as you don't play on a huge map (game gets unbearble for me in the late renesaince on huge)
I've danced around those specs... I've played on both the following systems (same system with a memory upgrade):
Video card has 256 meg memory, RAM was 1.0 GB, with a 3.0 GHZ processor.
&
Video card has 256 meg memory, RAM is 2.0 GB, with a 3.0 GHZ processor.

I usually play on large maps... with 1.0GB of RAM, it played fine up until late-game, where it would start to stagger just a bit (but not unplayable)... with 2.0GB of RAM, it's still very, very smooth late-game now... so memory definitely helps. I never played with 1.5GB, so not sure if that plays more like 1.0GB or 2.0GB!


Back on topic... :)

Wolfshanze, when you release your next version, will you integrate the XML changes for units from 3.17?

What else can we look forward to? :)
Yes... I just abandoned my most recent 2.73/v3.13 based game (got boring late-game when I realized there was no challenge left) and I'm now focused on converting everything over to v3.17 compatibility.

To be honest, there really isn't much work for me to do though... all my current XML will work in v3.17 as-is. There's only one or two XML changes that should be made (Global Warming comes to mind), but most of the other XML changes are minor stat changes... I'll look at them, but I may not even agree with them all. I still have to go over the change list, but it doesn't look to be an issue... the biggest issue with v3.17 was the custom Gamecore.DLL change(s). I've pretty much got that covered since Lt.Bob came-out with a new v3.17 patch that included his fixes and Solvers v0.19 fixes.

I'm not going to sweat the XML that much, since I know my mod already works in v3.17 as-is... but I will double-check it vs the official v3.17 change. I'll probably have a new Wolfshanze Mod out by the end of the weekend at latest. Since a new v3.17 DLL requires a new start game (can't make it save-game compatible), I'm throwing-in some new stuff that would normally break save-games... Mostly depends on how much I throw-in to the new version before wanting to play a new game myself! :groucho:
 
I know it is probably asking too much, but I would really like to see a Civ 4 alerts mod integrated into your mod. It is nice to know when your cities are one turn away from unhappiness or growth etc without checking each turn. But I still enjoy your mod more than any other and play it often!!
 
I never played with 1.5GB, so not sure if that plays more like 1.0GB or 2.0GB!

My system has 1.5GB. The difference between 1GB and 1.5 is not striking.:mad:
 
My system has 1.5GB. The difference between 1GB and 1.5 is not striking.:mad:
Well, I noticed a HUGE performance difference between 1.0GB and 2.0GB... odd... maybe that last 512MB of memory did the trick?

Seriously though... late-game performance (and the ability to ALT-TAB to my hearts' content) is like night and day between 1GB and 2GB... but like I said, I never played at 1.5GB... so dunno about that!
 
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