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.
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.Well, your testing is flawed. The bug has been discovered by jdog5000 and it does come from Solver's patch. Check the thread again.![]()
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
Is anyone else able to play multi player? (internet not Lan.)
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.Would it be okay to start in the ancient era with your mod? It's one of my quirks....
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.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.
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.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.
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.how long do turns take for 36 civs?
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).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!
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.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:
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.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 just checked this in-game... I loaded four guided missiles on a boomer sub, then loaded four tactical nukes on a boomer sub.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.
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).
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).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.