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

Ah, didn't read that bit sorry. My guess is that with the tactical nuke unit there is no explosion effect attached to any of the nodes - if it's a custom unit. But if it's the Firaxis one then I have no idea.
 
I just did some double-checking on this... I did some WB testing with the Wolfshanze Mod... I'm not sure if it's because of my own gamecore modifications (which is based on Solver's patch), or that the original report simply isn't true, but with the Wolfshanze Mod v3.17 gamecore, I see no difference in AI use of bombers then over the default Firaxis v3.17 gamecore.

Both with the default gamecore and Wolfshanze Mod gamecore, the AI will definitely use both light and heavy bombers against a nation it is at war with. Now, you won't SEE the bombers strike animation, even if they are in plane sight from the bomber's base to the target unit (this is true for both default and wolfshanze gamecore), but in either case, you will get a message saying what happened, and the in-game results (damage and/or death of your units) will show up!

I find it annoying that even with "show enemy moves" you'll never see your units get attacked by bombers, but this is also true of default v3.17 bombers... though the attacks will certainly happen if you are at war with the AI and your units are in-range of enemy bombers.

In any case, the report of bombers not working is either not true of the Wolfshanze Mod, or simply not true at all (including Solver's patch)... both my mod and default BtS v3.17 work identically with enemy AI bomber use.

Well, your testing is flawed. The bug has been discovered by jdog5000 and it does come from Solver's patch. Check the thread again. ;)
 
Well, your testing is flawed. The bug has been discovered by jdog5000 and it does come from Solver's patch. Check the thread again. ;)
I read the thread... said something about "won't do it if interceptors are present"... that's different then what the original thread said... it just stated that the AI won't use bombers (didn't say "ONLY IF INTERCEPTORS ARE PRESENT"). I haven't checked it with this new info, so don't be cute about saying my testing is flawed, I can't read minds you know!... the thread said the AI won't use bombers, and I checked it and they did. The original poster might have wanted to be more specific like "the AI won't use bombers if I have planes on intercept"... that's completely different.
 
UPDATE: AI BOMBERS WON'T BOMB

Thanks to Ninja for bringing this up... there is a problem with the current Wolfshanze Mod... AI bombers won't attack or bomb (if and only-if) you have any fighters on the "Intercept" mission within their range.

AI Bombers WILL attack if you have no fighters on an intercept mission around the AI bombers.

This is a problem in the custom gamecore DLL... I will try and get a fix for this ASAP.

In the meantime, you have two options...
1) remove the custom "CvGamecoreDLL.DLL" from the Wolfshanze Mod Assets folder... the mod will still work, except without solvers fixes, without recon air flight intercepts and without greater then 18-civ support... saved games won't work either, so you'd have to start a fresh game if you chose this option. Note, if/when I get a gamecore fix, your saved games without the custom gamecore won't work with the new gamecore fix... so if you start a game without the custom gamecore, you'll need to finish it without the custom gamecore.

2) keep playing with the current gamecore DLL... you'll just have the known AI Bomber issue above, but everything else will work. I hope/plan to have a gamecore fix soon, which may or may-not be save-game compatible (I'll check this when/as-soon-as I get the fix).
 
Hey Wolf,

I have a bit of a problem. My nephew, niece and I can't see each other on multi player since we loaded 2.81 :confused:

Is anyone else able to play multi player? (internet not Lan.)

Try doing a direct IP connect. Since you know exactly who you want to play with, the gamespy "middleman" is really not necessary. All you need is one person's IP address. That person starts the game and the other person connects to that IP.
 
This mod looks terrific! Can't wait to get home and start playing. I'm a big fan of military history and mods that focus on that aspect are my favorites. I'll probably change to epic or marathon to enjoy your units longer.
Would it be okay to start in the ancient era with your mod? It's one of my quirks....
Also, don't worry about people bickering about realism/gameplay. One is usually sacrificed for the other. I've been playing computer games for some 20 years and you'll notice this in many games. Speaking from an FPS point of view, developers will either give each side the same weapon or adjust the weapons so they are even in power. Even if the Germans of WWII had an SMG that was more powerful, had better range, more ammo, fire rate, etc., the game company would change it or else people would scream about it being 'unfair'.
Towards the end of WWII, the Japanese had pretty horrible firearms but in a game they'd work all the time and be comprable to an M1 Garand.
I don't mean to rant, I just hate people coming down on someone's hard (unpaid) work!
 
Would it be okay to start in the ancient era with your mod? It's one of my quirks....
Thanks for the compliments... I'm assuming you want to start in the ancient era? That's what I do all the time... most of the mods gameplay tweaks occur in the industrial age, but by all means, this is a total-replacement mod for default BtS, as you can play any standard random game from 4000BC to modern times and the mod fully supports that... in-fact, you'll notice the difference right-off, as I have a ton of custom flavor units from ancient times on up.
 
hey , I have not really read all the posts so I am sorry if this has been asked before

Do Scenarios come with this mod. Like a WW1 Europe Map with all the units you added would be very nice.
 
hey , I have not really read all the posts so I am sorry if this has been asked before

Do Scenarios come with this mod. Like a WW1 Europe Map with all the units you added would be very nice.
The only scenarios that are included are a couple of earth map scenarios... a pre-set one with all 36 Civs on one Earth map (geographically located in their correct starting points) and one random-earth scenario (where civs can start anywhere). The 36-civ earth includes Austria, Poland and Vietnam... the three new civs added to the mod.

Other then that, this is basically a "default" replacement for normal BtS... you can play random maps and what-not using any of the map generators and in any time period you like.
 
Today I played a Large 36 Civ Tectonics Map. Landed on an Australia-size island with 6 other civs. The RNG set me up as Poland. Having so much fun with them right now, conquered 3 of them (Spain, Dutch, England), exiled Monty to a one-plot island, working on Austria now. Not sure if I'll conquer France or be nice let Napoleon become my Vassal.

I really like the way Poland's units look. I mean, I really like how they look. Are there any other civilizations that use this graphic, or is it exclusive to Poland? Either way it rocks!
 
We all had 2.81 loaded but couldn't see each other.
My Nephew and Niece even tried a LAN game but couldn't see each other.

Just for the heck of it we reverted back to 2.80 and we were able to see each other and connect/play.

Does anyone else Multiplay and if so, can you connected to each other with 2.81?

(I'll try for the direct connect tonight to see if that works.)
 
The only scenarios that are included are a couple of earth map scenarios... a pre-set one with all 36 Civs on one Earth map (geographically located in their correct starting points) and one random-earth scenario (where civs can start anywhere). The 36-civ earth includes Austria, Poland and Vietnam... the three new civs added to the mod.

Other then that, this is basically a "default" replacement for normal BtS... you can play random maps and what-not using any of the map generators and in any time period you like.

how long do turns take for 36 civs?
 
We all had 2.81 loaded but couldn't see each other... Just for the heck of it we reverted back to 2.80 and we were able to see each other and connect/play.
The only thing I changed between v2.80 and v2.81 was a fix for flanking and a few new units... there was nothing really major changed between the two versions.


how long do turns take for 36 civs?
I dunno... never held a stop-watch to it. I run a 4-year old system and never really had any problems with turn delays... I'd say so long as you have 2-Gigs or more of system memory and not an ancient system, it should be playable.


I really like the way Poland's units look. I mean, I really like how they look. Are there any other civilizations that use this graphic, or is it exclusive to Poland? Either way it rocks!
Glad you are enjoying the look of the Polish units... I assume you're in the medieval age? I've done my best to make all nations look unique, and the Poles are certainly one of the more unique looking ones, and they have interesting/unique units all through the industrial and modern ages too (check the Civilopedia while playing Poland to see all their units... I really like their air units too!... of course you can check the unique look of any nation when playing that nation in the Civilopedia).
 
In other news, I've been thinking about this...

Specific to my mod, I have WWI and WWII-era aircraft, but with the dawn of the "Flight" tech, you get "Airports"... Airports do three things...

1) Add experience to aircraft built
2) Increase air capacity by +4
3) Ability to perform Airlifts

1 & 2 are fine, but three has bothered me for awhile... as cool and fun as airlifts are, it's never sit well with me that (in my mod at least) you're doing airlifts of ground troops with WWI-era aircraft capabilities.

The easiest (and laziest) thing for me to do would be move airports to the WWII flight-tech instead of the WWI flight tech, but that would eliminate the first two abilities from the WWI era which is no-fun!

The solution I've come to, is to split the civilian "Airport" and the military "Airbase" into two separate improvements. I'd reduce the cost of both compared to the default cost of the airport, but split the benefits:
That seems good, but I heard that it is possible to code a way for technologies to give/take away a feature from a building. Perhaps looking into that would be good? Though the two building solution seems good, but I'm curious if you'll need to get a second building thing to appear in the city or not.
 
Also keep in mind, with Airlifts, you are flying from one city to another, not any parachuting or anything. This was done in WWI, while not very frequently, this was done in WWI.
 
I'm not sure if this was only me but I was having trouble loading more than two missiles onto a Boomer Sub at any one time. I might have been overlooking something, as I've never used missiles with much consistency. Every time i tried to load a third it'd not let me, but it'd display the sub as having a load of 2/4.
 
Also keep in mind, with Airlifts, you are flying from one city to another, not any parachuting or anything. This was done in WWI, while not very frequently, this was done in WWI.
Please show me the article where it says a brigade or division was airlifted from one spot to another... troop transport by air was rare enough in WWII, as almost all serious movement of troops was done by ship or rail... in the infancy of aircraft in WWI, you'd be lucky to get a single general transported by air, much less an entire military formation.

In Civ4, the "Airlift" is really talking about moving a large number of men at once... basically a combat-worthy formation... this just didn't happen in WWI.

Heck, it rarely happened in WWII, but it certainly never happened on any meaningful scale in WWI with canvas covered biplanes.


I'm not sure if this was only me but I was having trouble loading more than two missiles onto a Boomer Sub at any one time. I might have been overlooking something, as I've never used missiles with much consistency. Every time i tried to load a third it'd not let me, but it'd display the sub as having a load of 2/4.
I just checked this in-game... I loaded four guided missiles on a boomer sub, then loaded four tactical nukes on a boomer sub.

Had no problem on this end.

Are you sure you weren't trying to load an ICBM on a boomer? They carry either tacticals or guided missiles, they don't carry ICBMs.
 
UPDATE: AI BOMBERS WON'T BOMB

... I hope/plan to have a gamecore fix soon, which may or may-not be save-game compatible (I'll check this when/as-soon-as I get the fix).


Since you're getting a new dll anyways, you really ought to consider switching to BetterAI. Check out the changelog for 0.35, there are some really good AI improvements, and these guys always incorporate Solver's most recent patch anyways.
 
Since you're getting a new dll anyways, you really ought to consider switching to BetterAI. Check out the changelog for 0.35, there are some really good AI improvements, and these guys always incorporate Solver's most recent patch anyways.
Xeno made a temp fix to the bomber AI problem (which did fix it), but then we realized all the intercept animations are broke (combat works as it should, but you'll never see the fighter intercept animation... hope to fix that now).
 
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