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

I decided to D/L 2.83 the other day. I installed it as normal and went to play a game and:
-The BUG mod was really messed up. (No clock, no turn counter, no age diplay, the notifications aren't there, and PLE doesn't work.)
-I have lost the function keys on my laptop, and none of the CTRL or ALT functions work either. I found this out trying to fix the BUG mod, and trying to see the event log. I also can't use the F-keys to open any of the advisors.
-And there was some strangeness in the AI. (I'm sorry, didn't write it down.)

I thought my machine was messed up, so I checked all the drivers and the IT guy at work ran diagnostics. Everything checks out, and everything works with vanilla BTS + BUG. I know it can't be the mod, but maybe I did something wrong in the install? (Help? :rolleyes:)
 
Lemon. You're going to have to put the BUG Mod stuff into the Wolfshanze folder in order for BUG to work properly.
 
Lemon. You're going to have to put the BUG Mod stuff into the Wolfshanze folder in order for BUG to work properly.
Thanks, I'll do just that.
 
I finally got around to installing and playing this and I've really liked it.

I did have a couple problems with the Wonders though. I'm not sure if I did something wrong, but I'd never had an issue with these before.

I raced to Plastics to build The Three Gorges, but when I got there I couldn't build it in any of my cities. I guess there might be some geographical limitations, but I'd never run into this problem before. I had a lot of cities, but none directly on a river. One city was adjacent to one, but that city didn't have the option either. I finally assumed that someone else must have already built it without my noticing. But then Brennus built it almost 100 years later.

More baffling was that I didn't have the option to build the Space Elevator. I'm fairly certain that some of my cities were lower than required, but I didn't get the option anywhere.

Maybe it's my ignorance or maybe it's some sort of bug, but I thought I'd point this out.

Great mod, none-the-less.
 
I haven't really touched any of the wonders or anything that would effect any wonders... the only thing wonder-wise I changed/added was:

Pentagon Wonder moved to "Air Superiority"
Brandenburg Gate Wonder added
Trafalgar Square Wonder added

That's it.

Three Gorges, Space Elevator and everything else, never touched, nor the techs for them altered in any way, shape or form.

Three Gorges does require you to have a city on a river (and I've built it several times with this mod)... it might also require some other sort of pre-req like having x-number of this or that to build it (a lot of wonders require things like that). If I recall correctly, the Space Elevator is a project, not a wonder (could be wrong, I'm going off memory), so you don't "build" projects per-se... in any case, I haven't altered any of the default wonders or changed any of the techs for them other then the Pentagon.
 
The Space Elevator is a wonder, but you have to be at a certain minimum latitude (30 IIRC) and Space Race victory has to be on.
Thanks for the clarification Xeno... I never get that far because all my games seem to end about mid modern-age... in any regards, I didn't touch any of the wonders other then Pentagon (and that definitely works).
 
only a opinion
i like your mod in his great variety on unitarts. But one thing disturbs me: some ethnical unitartstyles doesnt fit in the epoche they belong to. For exampel: the german mech.infantry - graphic shows a WWII Halftrak other mech.infantrys are really modern. Or the different infantry artstyles - some are WWI, some are WWII.
 
one thing disturbs me: some ethnical unitartstyles doesnt fit in the epoche they belong to.
Oh they definitely fit the "epoch".

The Epoch for the units you speak of is what Civ4 calls "Modern"... "Modern" pretty much covers everything in the 20th century. Now they may not all belong to the same "decade", but they definitely belong to the same "epoch".

99% of what you speak of is pretty-much limited to the mech infantry category anyways... just about everything else is primed to WWII or set (more-or-less) to the same timeframe as like units for other civs. The Austrian (Austro-Hungary) have WWI infantry because I don't have WWII infantry to go by (unless I just used German infantry), but pretty-much all other infantry are WWII.

In fact, I took the extra effort on industrial age riflemen to model them on actual riflemen from the 1870s-1890s... most mods I've seen clearly use musketmen for their "riflemen".

In-short, I agree... the Mech Inf bounce around a bit... at some point I intend to address that by making two categories of Mech Inf... but I'd like to think with very few exceptions, the majority of the units in the mod are mostly from the same timeframe as similar units from other civs.

Sometimes I'm limited by either available models or "nothing to go on" (for civs that don't exist in certain time frames).

Thanks for the feedback though... I do plan to address the mech inf at some point... it's on the to-do list.
 
In-short, I agree... the Mech Inf bounce around a bit... at some point I intend to address that by making two categories of Mech Inf... but I'd like to think with very few exceptions, the majority of the units in the mod are mostly from the same timeframe as similar units from other civs.

How about making a WWII version of Mech Infantry called Motorized Infantry, and use something like a Jeep or a Kuebelwagon or a truck or a half-track or something? That would have more civ-specific graphics, and make an infantry unit that could keep up with the tanks.

P.S. Not plugging any other ideas here.
 
I have intentions of basically making a speed-2 regular infantry (probably same str as regular infantry) and using it for WW2 techs, with the current Mech Infantry remaining basically the same. Graphics will be WW2-like and modern respectively.

I just haven't done it yet, but it's in the plans.
 
Pity that my mouse is now no longer working and have posted information in thread on non-working mouse. Tried cache that worked originally but now the problem is there whether cache is emptied or not...
 
WWII - WWI units for infantry:
your graphics for ships pre-dreadnought an dreadnought are so nice, that i would like it very much to have also the infantry ( and cavalry) graphics for that time. Perhaps in an future version of your mod? Please.
 
For the most part, the Riflemen uniforms are most definitely late 1800s... the Cavalry bounce around a little bit, but tend to be mid to late 1800s... depending on the nation. Infantry uniforms are mostly WWII-era, and that's on-purpose... I think it would seem odd if I skipped WWII all-together, especially with something as basic as infantry.

Generally speaking though, the "Rifleman" unit (and it's Cavalry counterpart) are intended to be the "standard" ground troops that match the Ironclad and Pre-Dreadnought-era ships.
 
Hey. I've been playing a game recently and I got the Harbormaster Quest. I completed the quest and chose free Combat I promotions as my reward. However, none of my existing naval units at the time received Combat I, and none of the units I build get the promotion either. I'm guessing it would be the same if I chose the free Navigation I promotion.

I'm wondering if this might be due to making various unit categories for naval units. Could you perhaps take a look at the coding and see?
 
I'm pretty sure the harbormaster quest only counts the ship unitclasses that it knows from the vanilla game (i.e. galleys, triremes, caravels, etc.). So Wolf's new ships don't count.
 
It's due to Wolf's new ship categories (not units), those would need to be added to the event.
 
Thanks for pointing that out... quests are a python thing... I'll look into that and see if I can fix that (I'm assuming the Harbormaster quest gives a bonus to "NAVAL" units... which used to be all ships... I doubt it names specific ships, probably just the class, but I added several new classes of units, and "NAVAL" only exists to some generic ships like transports and subs... I'll have to probably add the new ship classes like "AGE OF SAIL", "AGE OF STEAM", etc [or maybe DOMAIN like water domain]... I haven't looked at it yet, so I'll see what I can come up with).
 
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