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

Wow, those v.3 shields are REALLY nice!
 
One idea for a UU. Liberty Ship, better transport?

As for Musketmen, I'd still like to see an Infantry between Musketman and Rifleman- Fusilier perhaps?
 
As for Musketmen, I'd still like to see an Infantry between Musketman and Rifleman- Fusilier perhaps?
There already is one inbetween... it's called the Grenadier...

Musketman: Str-9
Grenadier: Str-12
Rifleman: Str-14
 
armies made largely of Grenadiers seems a little ridiculous though- it's true that those entitled as Grenadiers used other weapons and merely denoted elite corps in some contexts, but the animation does not show a gun... thus you have a sword and grenade wielding Napoleonic army or one supported by musketeers? the idea of a battle of such grenades amongst comrades would make for an interesting result...

i think flintlocks are significantly different compared to early muskets to warrant a unit, esp. considering the unit gap- grenadiers could then be what they were, specialists which can do damage on a fortified center..

I for one didn't have a problem with the old USA shield...
 
^^ WORD i would love to see another unit in between musket men and riflemen and a few more techs to prolong that era!!
 
I for one didn't have a problem with the old USA shield...
It was really (really) low-res and not done well... the concept might not have been bad, but the execution at least left room for improvement... I've been cleaning up a lot of the American units (tunics, weapons, models, shields, etc) and it will feature in the next release... in fact, I've put so much work in the US units, I guess I should just release it to everyone (since the next Wolfshanze update may be awhile).
 
^^ WORD i would love to see another unit in between musket men and riflemen and a few more techs to prolong that era!!

This mod isn't really about adding techs (outside of Air Superiority which was needed)

Fusilier, if I was to put it in, would require Chemistry and Military Tactics
Would be Str 12.

Rifling would be moved back to a bit later tech tree wise as well- maybe Steam Power would be needed for Rifling, or Assembly Line? I wouldn't consider the Rifleman unit as existing before 1860's. I'm pretty sure they were still using Muskets at the Start of the Civil War and Austrian-Prussian War.
 
new art is good too :D
Well, yeah... I went ahead and released the American units to all... my next "official" update to the Wolfshanze Mod may be awhile... will have to see.

New American Knight
 
Ahh, come on Wolf, can't you just update to 2.83.1 and only include the new v3.0 American graphics? That'll maintain saved game compatibility. I know, I know, it's easy enough to grab your released files and update them ourselves. I could do it, sure but I'm lazy and don't want to scour through the XML... Besides think of all the poor people out there that don't know how to XML edit, and add new units.... Wol't someone think of the CHILDREN!!!
 
Noticed a weird glitch graphically with Babylon last night.

It seems that when using single unit graphics, and low graphical settings, their units when not clicked on get warped, the heavy footman and swordman got pink outlines, ironclad battleships got tiny, and grenadier switched between default and regular graphics. I'll try to investigate further.
 
Noticed a weird glitch graphically with Babylon last night.

It seems that when using single unit graphics, and low graphical settings, their units when not clicked on get warped, the heavy footman and swordman got pink outlines, ironclad battleships got tiny, and grenadier switched between default and regular graphics. I'll try to investigate further.
That's not a glitch, that's just how it is with custom graphics. You're going to get a lot of errors with a lot of models form a lot of nations if you use "single unit graphics" with the Wolfshanze Mod.

Custom graphics from MULTIPLE different authors is the culprit here... some models can handle single unit graphics, a lot cannot.

Simply put, "Single Unit Graphics" is designed to increase performance on lower-end systems... that's it's main purpose. The Wolfshanze Mod is a mod which increased the graphical look of the game at a cost of system performance... it's not really designed for low-end systems, and if you're needing to run single unit graphics, maybe this mod isn't for you... there's nothing I can do about that other then remove a LOT of graphics from the game.

The solution is to run the mod the way it's supposed to and that's not with single unit graphics. That's a known thing, but when using custom graphics, it's hard to avoid if someone is running single unit graphics.
 
I never had trouble before. I'll try multi-unit graphics and see if it fixes. I preferred the single unit graphics though.

Yeah, I do need a new comp (comp I'm using now would be used to play at work), but trying to wait for Stardock's new game for that.
 
I never had trouble before. I'll try multi-unit graphics and see if it fixes. I preferred the single unit graphics though.
It should fix it... it's really just a different modder making different unit graphics things... some work well with single units, others don't... it shouldn't have anything to do with any of the mod changes (other then the graphic itself, which is mostly out of my control). I never use single unit graphics, so I'm not sure which models are or aren't broke, but this is a problem with a lot of mods... it's simply that multi-units is the norm and single-units isn't, so it sometimes get skipped in support (from my understanding), but I haven't personally altered anything dealing with single unit graphics... so switching to multi-units should fix the problem (I've heard of this problem with other mods as well).
 
The only spot I've really noticed it so far is with Babylon. I took a two month break from the game so I could have spies sapping my sentry, and when I came back, the mod was much improved but noticed that problem. The problem fixed itself when you clicked on the unit though. That's why I thought it was weird.
 
i have a question on the game core re: Nuclear Fallout instead of desertification in Global Warming

(btw, im also asking this in the orignal lt.bob thread)

it seems automated workers are not cleaning up the fallout (even though the option exists, and manual scrubbing works). have you noticed this behavior?
 
it seems automated workers are not cleaning up the fallout (even though the option exists, and manual scrubbing works). have you noticed this behavior?
Wouldn't know... I NEVER use automated workers. Do automated workers clean fallout from a nuclear war?

In any case, the solution is obvious... manually scrub the fallout.
 
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