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

did you figure something out for the airport/airbase split (for the next version)? I remember you were concerned that the modern-day airport building being enabled with early flight and considering splitting it's functions into 2 buildings.
 
Fixed fighter intercept animation bug (intercept animation was not showing)

Where was this exactly fixed? I think I still have this issue in the Merged Mod, but I'm not sure where to begin looking to fix it...
 
did you figure something out for the airport/airbase split (for the next version)? I remember you were concerned that the modern-day airport building being enabled with early flight and considering splitting it's functions into 2 buildings.
I do have something "figured-out"... but it would involve adding a new building and/or changing a couple of things that will (most likely) break save-game compatibility... not exactly a huge issue, but I'm debating if I want to do that with the next version or not. I'm also going to do something about the MG unit too... I'm going to "free it" from the "Siege Unit" category, where it doesn't really belong... that way I'll be able to give it more specific promotions... but that too will probably involve breaking save-game compatibility... once again, not sure if I'll do these in the next release or not... the next release will either just be a new menu and some new unit graphics/models or I might do some more noticeable changes like the airbase/airport split and/or the MG update.



Where was this exactly fixed? I think I still have this issue in the Merged Mod, but I'm not sure where to begin looking to fix it...
First of all, this was a gamecore.dll fix, not an XML fix.

Do you have this bug? In v2.80 and v2.81 of the Wolfshanze Mod, no fighter-intercept animations would ever show (no matter who was doing the intercepting, human or AI). As far as I know, this was only a bug in the older Wolfshanze Mod gamecore (which has since been fixed and replaced). This bug did not occur in default v3.17 or in Solver's patch (and was fixed in v2.82 gamecore).

The bug that DID occur in Solver's patch is the AI refusing to bomb the human anytime the human had a fighter on intercept mission (even if the AI had 20 available jet bombers and the human had only one creaky-old biplane on intercept).

I'd double-check any and all fighter/bomber related issues in your mod... if you're doing your own DLL changes, you may not have the fighter intercept animation bug... so far as I know, that was only a problem with my own gamecore, not with Solver... but the Bombers not attacking bug was/is a problem with Solver's patch (and those gamecores based on it).
 
I was just curious. I'm not 100% sure if the animations are there all the time with my mod... but then again, I DID write a new intercept logic, so I may have caused this myself. I need to spend a little more time testing, I guess. If it was a matter of: "Look up this code, if it's like this is broken, it needs to look like this!", then I could have more quickly checked it.
 
I was just curious. I'm not 100% sure if the animations are there all the time with my mod... but then again, I DID write a new intercept logic, so I may have caused this myself. I need to spend a little more time testing, I guess. If it was a matter of: "Look up this code, if it's like this is broken, it needs to look like this!", then I could have more quickly checked it.
In my mod previous to the fix ALL FIGHTER INTERCEPT ANIMATIONS WERE BROKE.

This meant, if the AI had fighters on intercept, and I chose to fly a combat mission, you would see NO ANIMATION AT ALL... no bombers flying out, no fighters attacking the bombers... all that you would see is the TEXT comment on what happened (a text message saying the bomber did x-amount of damage and/or that the bomber was intercepted/shot-down).

That's what I mean by the fighter intercept animations were broke in my mod.

Mind you, if you were bombing an opponent who had NOTHING to counter you by means of intercept, the bombing animation worked just fine... but if the AI could counter you, you'd only get a TEXT message and no animation of anything at all.

Once again, if this is broke it is ALWAYS broke... you'll not see ANY intercept animations... so the bug is easy to spot if it exists at all (and it may or may not be in your mod, but so far as I know it was only in my mod).

The AI not bombing you if you have planes on an intercept mission is actually a completely separate/different bug all-together... they sound similar, but are actually independent bugs from one another... this latter bug is widespread, because it's a bug that lies in Solver's 0.19 patch which a lot of folks have based their mods on.

All you need to do is setup some test situations in the WB to see if either of these bugs are in your merged mod... you just need to take a few minutes to test it out... give the AI some planes in range (and in-sight) of your own city, start a war and set a fighter on intercept to see if it will intercept the AI, if you'll see animations of it, and/or if the AI will even sortie out (make sure he can see your cities and/or units so he has something to attack). Test it with and without your custom gamecore to see the difference.

I'm just glad all that is behind me now. All those bugs were identified, squashed and fixed!
 
Ok, given that explanation, I don't have a problem here! :)
 
Wolf:

Would you kindly consider uploading your great mod to another site? Filefront just sucks! If the space allowed is the problem, you could check with the guys of the TR team where they upload theirs (which is also massive). I think it's "Sourceforge" or something like that.
Thanks!:)
 
What's wrong with Filefront?
 
I need a free server that can host 300+meg downloads with no problem.

Filefront fits that need for me, and I know a lot of people actually prefer using Filefront... I might consider a 2nd download site if I can get the top criteria fulfilled, but I need a good suggestion, and one that complements FileFront (because there's a lot of free ones out there that people hate compared to filefront). Perhaps filefront has regional problems in some parts of the globe (South America?), so like I said, I would need a free file server that supports large downloads and would work for areas that perhaps Filefront doesn't do well with.

I'm open to suggestions, but I'd probably offer a mirror instead of switching all-together... a lot of people do like Filefront.
 
Wolf:

I didn't know the other one was a paid download site. Of course, you've already done too much sharing with us your mod, no need to spend money on that. Hopefully, someone will come up with a good suggestion for a mirror. No harm intended.
 
Minor thing here... for anyone who uses my Attitude Icon Pack (or who may be interested in it), I have update it to v2.0... I added an "age-era" indicator in the top-left corner, so you always know what age you're in. The download link is in the 1st post on the 1st page of this thread.

AttitudeIconsv20.png
 
One idea that (at least for me) would add a bit of spice to this mod:

How hard it is to simply implement (as an option) a list unique or historical names for newly built ships? I usually name my important units according to history, which is quite fun especially in multiplayer, but AIs do not do so.

This could be achieved either simply by taking a name from a list (like with Great people) of in a more complex way combining ship prefix (based on ship type and possibly even civics or age) and ship name taken from actual list of appropriate class ships.
 
I second that! Although I tend to name my own ships until the mid-game, it gets far too tiresome when I have several hundreds of them.
 
Having ship names that is specific to the class is quite easy... having ship names that are specific to the NATION is much trickier.

Think of the Great Generals for instance... anytime a Great General is born, it comes with a name... but that name is NEVER specific to the nation (unless you get randomly lucky). The same would apply to the ships... I could come up (very easily) with an extensive list of ship names for battleships for instance, but the trick is making German battleships get German Battleship names and not English or French ones for instance.

I always name my warships in game... from Ironclads on-up for sure... but to auto-assign them in game, in-and-of-itself is easy, but to do it so it's nation-specific, that's the problem... and I don't want English names on German warships or vice versa, which is why I haven't applied a system to-date.
 
The only way to do it easily is to make each nation's ship a "Unique Unit" so that each would pull from a different list of names.
While that would definately work, that would get messy fast... the Wolfshanze Mod civilopedia would get clogged with 36 battleship entries, 36 dreadnought entries, 36 pre-dreadnought entries, etc, etc, etc, etc...
STRESS.GIF
 
Think of the Great Generals for instance... anytime a Great General is born, it comes with a name... but that name is NEVER specific to the nation (unless you get randomly lucky).

There is a modcomp, that can assign nation-specific names to great people and as far as I remeber, there was only one GP per eacg GP type in Civilopedia. But I do not know, if this can be adapted to work for units too.
 
There is a modcomp, that can assign nation-specific names to great people and as far as I remeber, there was only one GP per eacg GP type in Civilopedia. But I do not know, if this can be adapted to work for units too.
Thanks for the link... I had known something like that had been done, but I wasn't sure where it was or by who... funny, after all that it's the work of Gauis...

Seems there's also an SDK and Python version. It's GP specific, but I assume it could be twisted into ship names (GP are units just like ships, after all). I'll have to look into this a bit more and see if it's workable... I know Gaius actually had some problems with the mod (like custom names resetting to start everytime you reload the game).
 
Hi
was just wondering, is there a way to add Dale's mod to this great mod ? i think it could add alot to the game play
 
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