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

The Custom dll is already merged with the Better AI mod. My understanding is that it's a merge of the Better AI and 34 civ dll, there might be something else in there as well..
 
@wolf,

What are the SDK changes so that I can re-compile the DLL with better bts AI or are there source files available so it can be merged?
The list of improvements in the SDK/Gamecore.dll is listed on the first post/first page of this thread... just scroll down a bit and you'll see what the custom gamecore contains.

One of the things it does contain, is the Better AI 0.35 mod... so it's already in the Wolfshanze Mod.
 
AIAutoPlay is included in Better AI, so I would think so.
 
I've been playing the Wolf Mod merged with RevDCM for quite some time now. It's awesome, like an expansion in it's own right. I think it's such a great gameplay improvement I'm getting ready to release a RevDCM-Wolfshanze merged mod. Just finishing up with some things, it's not as easy seamlessly to merge two mods as it first appears. Getting it working was easy, but tackling all the little minor issues is taking much, much longer then I anticipated. One of the main ones I brought up before has to do with your inclusion of the Pirates mod. In 3.13 it was necessary, but in 3.17 it makes the barbarian rush, particularly for coastal starts insane. I was wondering why I had to give up Raging barbs when I updated to 3.17. Before always played with Raging Barb, but with the Wolf mod in 3.17 it made the Barbs spawn axemen on the jump, right after they tick off animals. Worse though is it's effect on galley spawning. The barbs begin spawning galleys right away, instantly right when they move off of the animal spawn period. This is annoying for the player on a coastal start, but downright devastating to the AI. Check it in Chipotle mode (with ctr+z view map), you'll see coastal AIs pumping litterally (this is no exageration either) dozens of work boats into a barb galley that's been sitting off coast since 2000 BC. That's a huge squandering of hammers, and causes many AIs to stagnate.

The RevDCM-Wolfshanze merge I plan on releasing will be almost entirely unaltered. I figure you and glider have done a far better job then I can do with balancing, it's just great to play with the combined effects of both mods. But the Pirates issue with 3.17 was gamebreaking enough that I consider it an unitended bug from the 3.17 patch, I have to alter it. I've tested it without the merge in just Wolfshanze2.84 pure as well. It's a problem with the 3.17 update and pirates. You should really take a look at it. Here is the code causing the problem:

From ...\My Games\Beyond the Sword\MODs\Wolfshanze\Assets\XML\Civilizations\CIV4CivilizationInfos.xml Pretty much at the bottom.
Code:
			<FreeBuildingClasses/>
			<!--                   -->
			<!-- Pirates Mod Start -->
			<!--                   -->
			<FreeTechs>
				<FreeTech>
					<TechType>TECH_FISHING</TechType>
					<bFreeTech>1</bFreeTech>
				</FreeTech>
				<FreeTech>
					<TechType>TECH_SAILING</TechType>
					<bFreeTech>1</bFreeTech>
				</FreeTech>
				<FreeTech>
					<TechType>TECH_BRONZE_WORKING</TechType>
					<bFreeTech>1</bFreeTech>
				</FreeTech>
				<FreeTech>
					<TechType>TECH_OPTICS</TechType>
					<bFreeTech>1</bFreeTech>
				</FreeTech>
				<FreeTech>
					<TechType>TECH_IRON_WORKING</TechType>
					<bFreeTech>0</bFreeTech>
				</FreeTech>
			</FreeTechs>
			<!--                   -->
			<!-- Pirates Mod End   -->
			<!--                   -->
			<DisableTechs/>
 
@Phungus: I actually didn't merge all pirate content of Wolfshanzes mod when I merged it with RevDCM and it seems to be a good balance. It spans barbs enough to make it interesting but not devastating to both the player and AI. BTW I actually have about 25 new leaders in my version (almost all civs have 2 leaders at least now). This helps when they change leaders in Revolutions, they actually change :). If you would like it, let me know and I'll send it to you so you don't have to do it yourself. And you're right, it really is one of the best ways to play civ :D
 
I've found another event which is affected by the new ship models in Wolfs' mod: The Overwhelm Doctrine. The event requires you to build a set number of ships (battleships, carriers and destroyers, how about supercarriers?) and planes (fighters only, how about light bombers and/or jet fighters?) to get the benefits. Search the CvRandomInterface.py file for 'overwhelm'.
 
I've found another event which is affected by the new ship models in Wolfs' mod: The Overwhelm Doctrine. The event requires you to build a set number of ships (battleships, carriers and destroyers, how about supercarriers?) and planes (fighters only, how about light bombers and/or jet fighters?) to get the benefits. Search the CvRandomInterface.py file for 'overwhelm'.
Thanks... I'll check that out Ninja.



EDIT:
Okay... I checked it out...

Seems this event is very targeted to "modern age" naval units... battleships, carriers and destroyers in-particular. This isn't really a big stray from what I did in my mod, since most of my naval adds/changes were in-fact to the industrial age ships which is before the time period this event focuses on. As it was by default, the event is triggered by building the following ships:
4-Destroyers
2-Battleships
3-Carriers
9-"Special Unit Fighters"
(18 units total)

Mind you, the 9-special unit fighters does not mean just fighters... it means any unit in the "special unit fighter" category, which already included WWII-era light bombers in the Wolfshanze Mod... so building Light Bombers would classify as a requirement for this event already.

This event isn't really broken or way out of whack... there's only two modern naval units it doesn't require, one of which is a default unit, and the other I added to the game... the Sub and Heavy Cruiser respectively. Now I could just toss those units onto the event and call it a day, but I'm hesitant to just pile-on more requirements to build, so instead, I'll drop one carrier and it's complement, and replace it with a like-number of cruisers and subs... so in the next version of the Wolfshanze Mod, it will require:
4-Destroyers
2-Submarines
2-Heavy Cruisers
2-Battleships
2-Carriers
6-"Special Unit Fighters"
(18 units total)
 
I see... I didn't realize the light bombers counted as well. I guess this really isn't too different from other quests, where you have a window to build a certain number of units/buildings. So no need to include supercarriers, jets or attacksubs either. Makes sense, I guess.

I didn't think it was broken, just that it might need a bit of editing. :)
 
I didn't think it was broken, just that it might need a bit of editing. :)
It wasn't a broken event at all... I did find it a tad odd they didn't include their own Subs as part of the equation, and I thought it would be nice to add-in my new Heavy Cruisers as a WWII-era ship... but so not to go "overboard" with making way to much stuff to build to trigger the event, I dropped one carrier and it's planes to make room for the cruisers and subs... now you'll have a more rounded fleet, but still roughly the same amount of building required.

A minor bit of editing, like you said.

Thanks for the heads-up regardless.
 
Maybe editing the event popup description is all that's needed.
 
What file is that in?
You probably want Assets/XML/Text/CIV4GameText_Events_BTS.xml

The problem that usually arises is terms such as "ships" when really they mean a specific type, or vice-versa.
 
The Wolfshanze Mod has been merged with RevolutionDCM and is available for download in the WolfRevolution modpack. It also offers the optional add on files for Inquisitions and SuperSpies and Both, and it comes with a desktop shortcut so you can switch between the default game and WolfRevolution without having to mess with Ini files, or having to load and switch manually.

Thanks Wolf for a great mod, now you just need to get the Motorized infantry in there!
 
Thanks Wolf for a great mod, now you just need to get the Motorized infantry in there!
I'm still looking into that. I had a graphical conundrum and ran out of time for the last update, but I have some new thoughts on it, so I might get it in next time around, whenever that may be (v2.85 barely exists on my HD).
 
Something going into Wolfshanze Mod v2.85... whenever I get around to releasing it... may be awhile though...

Ironclad Turreted Battleship (new graphic to replace the Broadside Ironclad Battleship currently in the mod).

IroncladTurretBB2.jpg


I never intended the Broadside Ironclad Battleship to be the final model in the mod, it was simply all I had, but thanks to the Coyote, I finally have an accurate model of an 1860s/1870s-era turreted ironclad battleship... these ocean-going turret ships were the epitome design of the classic ironclad and forerunner of the military-masted pre-dreadnoughts of the 1880s-1890s... it's an evolutionary step between the broadside ironclads and the "modern" turreted battleships seen by the end of the 19th century, and what I always wanted in the mod... thanks again to Coyote, these will make their debut in the next Wolfshanze Mod.

Fully animated with rotating turrets of course...


IroncladTurretBB.jpg
 
Cool. Send it my way and I can give it gloss and damage states. :)
PM sent... also, this was the "concept shot" used to create the turreted ironclad battleship...

IroncladTurretShip.jpg
 
PM sent... also, this was the "concept shot" used to create the turreted ironclad battleship...

IroncladTurretShip.jpg

If you are doing something with Iornclads, does that mean that the Monitor and the Merrimack(Virginia) will make it into the mod as Unique Units?
 
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