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

You personally saved Civ 4 for me.
sorry I just have to mention that I totally feel the same way! I was really feeling pretty ripped off with civ4, warlords, bts after all the money they got for all of it and they still half-assed it (with scenarios they played up as if they were professional and yet quite the opposite- with the exception of Rhyes and a few) and failed to live up to a truely historical game as was (esp. considering the very helpful educational tool it had once been in civ1/2). for example, macemen and horse-archers for all cultures as definitive units of the era/tech? ugh. anyways. ditto what tomppb said.
 
I'm pretty happy with how things are shaping-up... on the tech quote readings, I made numerous attempts on my end to do the readings myself, but I just wasn't satisfied with the recording quality (background noise no matter how hard I tried to eliminate it)... it just didn't sound "clean-enough" for me, so I went with the computer-generated readings... which... while a bit "cold", at least the quality in-and-of-itself is very clean. Nimoy wouldn't return my calls for the reading, and only Shatner volunteered (but he'll do anything for a buck, and Shatner always over-reads everything... he also wouldn't stop adding "KHAN!" to the end of every reading).

Oh well... this will have to do.
 
I have to agree. To me, you made Civ4 Civ4. They should hire you for the new additions to Civ5.
 
When I said transports were missing the UnitAI tags for missionary and spy, I meant all transports (galleys, galleons, etc.), not just the unit transport. This means the AI is unable to ship it's missionaries or spys unless it has caravels or subs. It's the default CIV setup, but it makes no sense, we as players ship our missionaries and spys in galleys and galleons, and I see no reason why the AI shouldn't be able to either. Like I said I added these tags and saw no problems from it. So I'm recommending you add those tags so the AI is able to spread it's religion to island cities (It still wol't do it much though, but at least it can do it).
 
Just wanted to add my two cents as you know I really can't resist commenting on new naval units. As a whole I really like the look of the changes you've made to both the tech tree and unit additions. The other thing I wanted to bring up was whether Trebs have too short a life-span now? I kinda think they will but I'm unsure of where they should be moved to, perhaps a feudalism and machinery requirement? I'm just throwing that out there to see what others think.
 
While I don't have anything against the trebuchet (they certainly are cool!) I also would not describe them as a history changing weapon system. They were a step up from some torsion artillery of the classical and early middle ages but they still could rarely knock down a wall on their own, unless it was an extremely poorly maintained wall. I also look upon the trebuchet as not just the treb itself but sort of the increasing expertise of siege warfare in the middle ages, like mining etc. But I guess that thier useful gameplay time is about right.
 
Just wanted to add my two cents as you know I really can't resist commenting on new naval units. As a whole I really like the look of the changes you've made to both the tech tree and unit additions. The other thing I wanted to bring up was whether Trebs have too short a life-span now? I kinda think they will but I'm unsure of where they should be moved to, perhaps a feudalism and machinery requirement? I'm just throwing that out there to see what others think.
Trebuchets (of the sort we see in-game) are indeed late-middle age weapons... so they come in the late middle ages and are obsoleted with the coming of the cannon (or bombard). Their run in history wasn't incredibly long, and neither is it here in game... having said that, I'm going to make some changes that will make Engineering a little more desirable then it used to be. I think it's going to get a pretty accurate amount of play-time honestly... especially with some of my other "priority changers" (see below).

I just realized that Gunpowder has always been available without researching half the middle-age techs... in-fact, you could really "rush" Gunpowder in about 10-techs from start! I'll toss-in Engineering (along with Guilds or Education) as a pre-req for Gunpowder... which will force a little more Medieval action before getting out of the middle ages (like forcing the Trebuchet sooner). I'm also further adjusting some of the techs needed for ships... upon further review, the Cog was coming too-late with my original plan (Compass+Engineering) and the Caravel was coming too-soon (Optics alone)... so I'm switching things up... the Cog will now come with Compass+Machinery (which will be earlier Medieval times and give the Cog more play-time then my original plan) and the Caravel (a refinement of the Cog) will come with Optics and Engineering... this will still give some breathing room for the Caravel, since the Galleon got pushed back a tad with the need for Astronomy + Gunpowder. The Caravel does need to come at the end of the Middle Ages anyways. I'm really digging the above changes to the timing of naval unit appearances.
 
Will the Cog have a cargo capacity of 3? I'm liking your tech changes. Oh and I went back and re read the posts Cogs will hold 3.

Also its OK about the caravel and Galleon being pushed closer together. They have two very different functions, the caravel is the scout with that important ability to go into enemy waters without causing a war. Galleons are workhorse transports.
 
I just realized that Gunpowder has always been available without researching half the middle-age techs... in-fact, you could really "rush" Gunpowder in about 10-techs from start! I'll toss-in Engineering (along with Guilds or Education) as a pre-req for Gunpowder... which will force a little more Medieval action before getting out of the middle ages (like forcing the Trebuchet sooner).
My penny in this would be to leave Gunpowder as is and make Engineering a required prereque for the Musket tech and the Bombard Unit (forcing more then 1 prereque is necessary sometimes, but in this instance the option tech path would be better for gameplay divergent strategies). Add Edu as a required prereque for Chemistry or Military Science.
 
I can't seem to be able to play Wolfshanze Mod 2.84 properly... Every time I start playing the game, it crashes to the desktop. Plus, Civilopedia doesn't show unit graphics, just empty space where they should be. Any patch/post that I have missed fixes this?
Oh, and I do have 3.17

I don't like nagging, and I like even less quoting myself, but I indeed would like to enjoy this mod, and since my post was wabbled, (I don't know what it means) I thought perhaps helpers needed a reminder. Is there any way to fix this, or are my chances to try Wolfshanze Mod ruined?:help:
 
Just to clarify I was pointing out the potential short life span of trebs more from a gameplay stance than a historical perspective. As far as some of the changes wolf mentioned, I really think the new naval units will make the middle ages much more interesting, espescially on an archipeligo or medium-small map. The spacing of cogs and caravels wolf proposed in his most recent post sounds better than the initial idea of cogs at engineering.

I think the solution proposed by phungus to the gap between trebs and bombards should work well. Making engineering a pre-req for bombards but not the gunpowder tech itself would also be good for the historical accuracy, after all we all know the chinese had fire-works for hundreds of years before cannons appeared. The latter only becoming available once people got better at working and casting metals, as would be nicely represented by having bombards requiring engineering. I also think engineering should be a requirement for the match-lock, or whatever the new musket tech is being called, again representing the need to engineer complex, for the time, pieces of machinery.
 
Fin I'm not ignoring just not so good with the troubleshooting. Wolf mod has always worked great on my computer. Have you tried erasing everything and reloading in case you got a corrupted file somehow?
 
I don't like nagging, and I like even less quoting myself, but I indeed would like to enjoy this mod, and since my post was wabbled, (I don't know what it means) I thought perhaps helpers needed a reminder. Is there any way to fix this, or are my chances to try Wolfshanze Mod ruined?:help:
Sorry... not 100% sure what to tell you... note there is TWO nearly identical paths for BtS... one is in the "My Documents" folder, and the other is in the "Program Files" folder... make sure the Wolfshanze Mod is in the "Program Files/Civ4/BtS/Mods" folder, not the "My Documents" path.

Also, make sure you don't have any previous/duplicate versions of the Wolfshanze Mod anywhere... you might also try clearing the cache, or simply hold-down the "SHIFT" key when starting the game (same as clearing the cache).

Do you see the Wolfshanze Mod "splash screen" on the main menu? (can't miss it... huge battleships coming straight at you). Also, what language are you playing in... it's only fully tested for English... it might be glitchy in other languages.

EDIT:
Also, don't know if I mentioned it or not already, but the Viking Longboat UU which used to be a Caravel replacement that came earlier then the Caravel is now a COG replacement with some different stats (kind of a smaller cog on cargo, but it's seaworthy, which the Cog is not).
 
Fin there are 2 distinct possibilities I can think of off the top of my head. 1) You installed it wrong or the file was corrupted on download: To troubleshoot that redownload it, extract it, and place it in the ...bts/mods folder with the other mods. 2) You have conflicting custom assets (usually mods will ignore this but sometimes custom assets stuff breaks a mod even though it shouldn't): To fix this take whatever you have in your custom assets folder and make it it's own proper mod, so your custom assets have nothing in it.

If all else fails you can try to use the WolfRevolution mod (which is a merge of the wolfshanze and RevDCM) in my sig. It has it's own installation program and you can disable all the RevDCM stuff so you just play the wolf mod. I know someone else here couldn't get the Wolf mod to work and used that as a workaround.

Edit: Ninjad by wolf
 
While I agree in-theory that this might calm a lot of people's nerves, as a mod-maker, it's a daunting task to redo so much graphically.

Or did I completely miss this subject's point?

No you didn't miss it, really. Obviously the graphics change IS the biggest part of that. It's really more of a "would be nice" than something that really needs to be done.

Still.....and only in a perfect world where you could get graphics for this all, *I* think a better progression would go like this...

Arquebusier/Hand Cannon-->Musketman-->Rifleman/Regular-->WWI Infantry-->WWII Infantry-->Modern Infantry

It works especially well (I think, anyway although I kinda brushed over it) with your idea to push Gunpowder back and add the bombard....you should get the bombard and Arquebuses. But I don't about the particulars of WHERE/WHEN they should be.....you'd be better at that.

Again i'm mainly thinking even just from a graphical point of view....in the game now, the Musketman can look slightly out of place with the rest of the tech (it comes right at the start of the Renaissance and they tend to look like 18th century troops...) Hell the vanilla Musketman unit might work better for the Arquebus.

But then Rifleman looks fine, Infantry looks generally fine......and then there's a huge gap (again, graphically...and actually in upgrades...no upgrade till Mech. Inf.? Why?)

Again though.....obviously problematic because this idea would require 2 sets of units for the Arq's and WW1/2 Infantry.
 
It works especially well (I think, anyway although I kinda brushed over it) with your idea to push Gunpowder back and add the bombard....you should get the bombard and Arquebuses. But I don't about the particulars of WHERE/WHEN they should be.....you'd be better at that.
I know it sounds like I pushed Muskets back... but really (aside from a tech name change), they weren't so-much pushed "back", as a new tech (with an old name) was shoved in front of them!

(The new "Muskets" tech is really just the old "Gunpowder" tech, while the "old" gunpowder tech is now a "new" tech in the late medieval age to allow Bombards... simple... no?)

I think this will be the last post I make before uploading the new version... my head is about to explode after all the changes in the past couple of days... I'm so done messing with this... time to upload and start a new game.
 
I know it sounds like I pushed Muskets back... but really (aside from a tech name change), they weren't so-much pushed "back", as a new tech (with an old name) was shoved in front of them!

(The new "Muskets" tech is really just the old "Gunpowder" tech, while the "old" gunpowder tech is now a "new" tech in the late medieval age to allow Bombards... simple... no?)

Oh I realize that....I was proposing to just introduce Arquebusiers in the late medieval age along with Bombards and have Muskets come at their regular point.

It's a retooling of the gunpowder unit progression....the "new" Muskets would be what the "old" Grenadiers were.

Alittle ambitious, and CERTAINTLY wasn't meant for the next update.

I think this will be the last post I make before uploading the new version... my head is about to explode after all the changes in the past couple of days... I'm so done messing with this... time to upload and start a new game.

Sweet.

Oh one more thing and i'm SURE it's been brought up x-billion times....any plans to add Israel to the game? I'm not even entirely sure exactly WHY I want it there but it just seems like it should be there.

Also....could you do something about "Native America"....it just sounds so incredibly wrong. IMHO just called it the Great Sioux Nation or the Iroquois Confederation....I know neither name would be "right", but either one is WAY better than what it is now.
 
:crazyeye: so many ideas floating around.... good thing Wulfy's got a plan

I have a question : how the heck am I supposed to get my scenario adjusted to the new version so it might be included for the next download, when i need to download the already completed update in order to do so... it seems like a paradox ~:p oh well...
 
****************************************
New as-of 27-Oct-2008... Wolfshanze Mod v2.85
****************************************


Designers Notes:
A lot of new stuff here... most of which has been discussed in the past few pages... some of which was not (you'll just have to read the change list).

I'm exhausted on the changes... no more for awhile... in the meantime, I hope you enjoy the update.

This is definitely NOT compatible with previous saved-games from older versions of the Wolfshanze Mod. If you want to use v2.85, you'll need to start a new game!

As usual, delete the old version before installing the new version.

See first page for the new update link (FileFront)... As of this edit, the Mirror on MegaUpload has also been updated to v2.85.



************
New in v2.85
************
Fixed "Pink Map" bug for Austrian Infantry
Fixed German Fallschirmjäger (Paratrooper) drop range to match default Paratroopers
Fixed Persian Scythe Chariot stats (no-longer gets defensive bonus)
Fixed Airliner Crash Event to only come after airports have been built
Updated/Modified Trafalgar Square to now require Military Science AND Astronomy
Updated/Modified Overwhelm Doctrine Event to include Cruisers and Subs
Hoplites now get free "Formation" promotion
Viet Cong no-longer get 2-movement... dropped-back-down to 1-movement
Castles now require "Feudalism" instead of "Engineering"
Swapped Chemistry and Military Science on the tech chart (along with some units) to make more sense
You can now no-longer "rush" Rifles by bypassing Grenadiers on the tech treee
Added new tech "Muskets" between Gunpowder and Military Science
Added Cog (Medieval naval transport)
Added Bombard (early gunpowder siege weapon)
Added Ronald Reagan as leader for America (new diplomacy music)
Added Emperor Meiji as leader for Japan
Added Emperor Napoleon III as leader for France
Added Vladimir Lenin as leader for Russia (new industrial-age diplomacy music)
Added Lech Walesa as leader for Poland (new diplomacy music)
New diplomacy music for Abe Lincoln (Battle Hymn of the Republic-based)
New construction movies for all seven world religion shrines
Tweaked several Age of Sail units' naval combat ratings and combat bonuses
Tweaked various transports (Ancient to Modern) to include AI routines for spies and missionaries
Korean Hwacha UU moved from Catapult to Trebuchet replacement with new unit stats
Air Superiority & Muskets Tech now get a new "quote reading" when discovered
Oxford University Movie gets new soundtrack (Pomp and Circumstance instead of a loud trumpet)
Destroyer & Pre-Dreadnought bombard rates tweaked
Missionaries can now enter rival territory

New models/skins for:
Leaderhead skins for Gandhi, Frederick, Bismarck, Mehmed II, Suleiman, Cyrus
Default Ironclad (Turreted) Battleship
European Explorer (now in team color)
European Industrial-Era Pikeman
Western-Sphere B-47 Jet Bomber
Soviet-Sphere Tu-16 Jet Bomber
Japanese Cannon
Japanese Rifleman
Japanese Cavalry
Japanese Machinegun
 
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