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

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.

The problem really, is CIV's handling of STR & Promotions in general.
One only needs to look at something like Warlords III - where a "penalty" couldn't reduce the relevant bonus to lower than -1. With three sets of Attack/Counter adjustments, the maximum penalty that could be assigned was -3, and the maximum total bonus was +5 (Leadership / Chaos, Morale / Fear, Fortify / Siege).

If the same concept was applied to CIV, we'd see only the COMBAT line of promotions that directly increase STR, and once all other Promotion/Unit bonuses/penalties were combined, the results would be capped (a max +%% Bonus and min -%% Penalty).

That type of mechanic would negate all kinds of flaws and exploits easily.

My dream game would be Sid Meiers (Firaxis) and Steve Fawkner (Infinite Interactive/Warlords).

Anyways quite offtopic, sorry :D

ONTOPIC
The subs First Strike sounds like a good idea, I don't even think you need to work very hard to rationalize it. It makes sense. The only other way to do something similiar, would be a Torpedo unit, and increasing their carry capacity - that would likely wind up overpowered compared to this fix though.
 
ONTOPIC
The subs First Strike sounds like a good idea, I don't even think you need to work very hard to rationalize it. It makes sense. The only other way to do something similiar, would be a Torpedo unit, and increasing their carry capacity - that would likely wind up overpowered compared to this fix though.
Thanks... I put a lot of thought into this yesterday, and I'm currently playtesting it... but I don't foresee any problems... subs have always been underpowered, even after my initial fix (making them more deadly to transports, but still essentially useless against bigger warships)... I think this is a good workaround... without actually making them STRONGER then large warships, or giving them unwarranted bonuses against big ships, this should "even the keel" so to speak, making them a bit more dangerous without making them overpowering... and yes, the logic follows behind it too... which (once again) makes me wonder why I didn't think of this sooner. :dunno:
 
2nd idea.

Is it possible to give units promotions that only work against units with certain promotions?

Then you could give a unit bonuses against units with CRI, CRII, and CRIII respectively.
 
2nd idea.

Is it possible to give units promotions that only work against units with certain promotions?

Then you could give a unit bonuses against units with CRI, CRII, and CRIII respectively.
Sounds like you're talking about a wussier version of the City Defender promotion. i.e., a City Defender which only works against City Raider.
 
Thought City Defender worked against all units?
 
Thought City Defender worked against all units?

It does.

In a way, there is something that follows your idea. Some promotions allow first strike, others negate it. However, I don't agree with promotions who only negate others either.
 
Arstal, to be more clear:

CR only works when attacking a city tile
CD only works when defending a city tile

So, a new promotion, let's call it X, that only works when BOTH of those conditions occur is a more limited version of City Defender.
i.e., it is a City Defender that does NOT work against non-CR units.

The only way X might be superior to CD is if it was given a higher percentage. e.g., +40% when defending a city against a CR unit.
 
The problem really, is CIV's handling of STR & Promotions in general.
One only needs to look at something like Warlords III - where a "penalty" couldn't reduce the relevant bonus to lower than -1. With three sets of Attack/Counter adjustments, the maximum penalty that could be assigned was -3, and the maximum total bonus was +5 (Leadership / Chaos, Morale / Fear, Fortify / Siege).
warlords battle system is just genious. i think it is the best tactical combat system of all turn-based strategy games. i wish there were a fight order in civ like in warlords, for specify which unit will be fighting first and which second. and promos works like those abilities in warlords, giving something to the unit or to the whole stack or doing something bad to the opposing stack.
 
It does.

In a way, there is something that follows your idea. Some promotions allow first strike, others negate it. However, I don't agree with promotions who only negate others either.

My idea would be to give gunpowder-era and beyond units a free promotion that negates city raider promotions, but not city attack bonuses.

Marines would also get a city attack bonus, but tanks wouldn't.
 
Off Subject, Happy Independence day to all sons of Uncle Sam, make the most of it, us Brits want our colony back :D:D:D:king:

If ya want it, come take it!!!! :trouble:
 
Update to the v3.17 compatibility patch on the 1st page.

I have changed it from Solver's v0.19 50-civ DLL to Lt.Bob's v5.0 40-civ DLL (both for v3.17 of BtS).

The reason for the switch, is because Lt.Bob's includes the Nuclear Fallout option (activated in the Wolfshanze Mod by default) as well-as all of Solver's v0.19 updates, and (something I didn't find out till today); Solver's 50-civ DLL does indeed support 50-civs, but if you have 34 civs, you won't get any colonies (even though the DLL has space for them). Lt.Bob's does indeed support 34/35 civs PLUS colonies spawned from those initial civs (Solver's does not from what I'm told). I've always used varients of Lt.Bob's DLLs in the past anyways, so I'm happy to continue to do so.

Anyways, the new DLL for v3.17 compatibility is linked on the 1st page.
 
I've just reinstalled the Mod and downloaded the DLL for 3.17 compatability. When i've gone into the mod to remove the existing DLL and put the new one in, the only items in the Assets folder are sounds, XML and the FPK file, there is no DLL file to be replaced. Do i just drop the file in and hope for the best or is there something wrong?
 
No, that is fine, the dll file always have been optional. Just make sure you drop it in the right location (Mods\Wolfshanze\Assets).

Do you actually use the latest version of the mod ? Mine also includes an Art and Python dir under Assets.
 
Thanks Mamba, i looked at some other mods i have and saw some had DLL's and some didn't, so figured i'd just go ahead and drop it in anyway :lol:

Do you actually use the latest version of the mod ? Mine also includes an Art and Python dir under Assets.
Yes, always try and keep as up to date as possible.
 
v2.73 of the Wolfshanze Mod (the ZIP'd download) includes "CvGameCoreDLL.dll" in the "Wolfshanze/Assets" folder... IT IS THERE... not sure what you're talking about... it's in the download unless you previously deleted it or something for v3.17 compatibility (before getting the new custom DLL for v3.17, my only fix was telling folks to delete the custom DLL for v3.13 and play without it in v3.17).

In any case, I do recommend using the custom DLL included with the Wolfshanze Mod (for whichever version you use, v3.13 or v3.17)... while it's not "needed" it does provide some important game fixes (Bhruic or Solver respectively) as well as 40-civ support for the included earth maps.
 
For the ones who are having dl problems: that's just filefront. You gotta keep the page for quite a while and wait. The page keeps loading again and again. Eventually the dl will be ready.

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.
 
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