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

Sweet downloading now.

So not a huge update graphics wise....i'm sure there's even much left to add....but looks like some significant gameplay changes. My favorite is the change with the Grenadiers. I would....never....use them because I always had Rifles first anyway.

I like that you added Lenin too. Although now with Stalin and Lenin....how about a Soviet flag? I know it wouldn't show up too well in the game but i'd prefer even just a hammer/sickle centered on a red background than the crest they have now.
 
I tried everything, changing CustomAssets, re-downloading, emptying cache...
Eventually I tried WolfRevolution, and that worked! Finally I can play Wolfshanze!
Btw, I like the adding of Revolution Mod too. Thanks Phungus!
PS. Sorry if I got annoying, just too eager to play Wolfshanze;)
 
Nice job on the update Wolf. Really like how the musket tech flushed things out for early renesaince, and the cog will be nice as well. I gave a few tweaks to 2.8.5. At first I didn't want to change anything from the pure wolf system, but since it's new I figure these are nice. They are simple, and I'd be honored if you'd consider making them part of the 2.8.5 build.

Phungus's changes:
Spoiler :
Moved Engineering req to Muskets (added Engineering req to Bombard, Galleon (and unique types)
To make gunpowder useful in it's own right, added Fireworks Festival National wonder (+1 happy in all cities)
Removed unnessary Musket prereque for Cuirassiers (and all unique types)
Chem now requires Education
Education now requiers literature
Changed Hwacha to Bombard (Str 7, 50% city and melee bonus--it says it's a gunpoweder unit in the Civilopedia)


Hope you don't think it's presumptuous of me to do so. Adding an attachment with these changes so if you do consider adding it to the 2.8.5 build you don't need to do any work.
 
Phungus's changes:
1) Moved Engineering req to Muskets (added Engineering req to Bombard, Galleon (and unique types)
2) To make gunpowder useful in it's own right, added Fireworks Festival National wonder (+1 happy in all cities)
3) Removed unnessary Musket prereque for Cuirassiers (and all unique types)
4) Chem now requires Education
5) Education now requires literature
6) Changed Hwacha to Bombard (Str 7, 50% city and melee bonus--it says it's a gunpoweder unit in the Civilopedia)
Here's my thoughts of your changes... mind-you, unless it's something I've never heard of or has never been brought-up, if it's something I didn't change, there's usually a reason.

1) You mentioned this before, and I ignored it for a reason. I have it set in the Wolfshanze Mod (v2.85) that Engineering is a pre-req for Gunpowder, and the two units that come with gunpowder (Bombards and Galleons) don't list Engineering as a pre-req, simply because the tech they do require (gunpowder) itself requires Engineering. If you need Engineering to get Gunpowder, then (naturally) Engineering is required for the units that need gunpowder (Bombards and Galleons). So you moved Engineering as a pre-req to Muskets, but made-sure Galleons and Bombards couldn't be built without Engineering... to me this is useless and pointless... so now you can research and develop gunpowder without engineering, but you get ZERO benefit from having gunpowder, since the only two units that Gunpowder unlocks require engineering anyways... It's like researching Rifling, but not being able to get Riflemen unless you then research something else... well, what's the point in getting Gunpowder then? Simply put... no... this makes as much sense as a 7-foot tall Wookie named Chewbacca living on Endor with a bunch of 2-foot Ewoks. If it doesn't fit, you must acquit...

200px-0330chewbacca.jpg


2) Nope... I think there's already too many "make happy" wonders... and making it a national wonder too? Should at least be a world-wonder so you have to race to get it... but a national wonder makes it too easy. Who needs WW anyways? Personally I like trying to manage people and make them happy... too many "magic wand" happy fixes as-is.

3) Yeah, but I needed that to make room on the F6 tech-tree! Just realized I forgot to update that for the Cuirassier UUs though... drat!

4) But you could be pushing-back Grenadiers like that... too many folks already ignore the short-lived Grens... I'm trying to give them more life!

5) That could make sense... would have to look at that more (new one on me).

6) Nope... I DID make a change on the Hwacha in v2.85... You in-fact mentioned that several times before, and I thought long and hard on it, before deciding with my course of action. There's a LOT of things to consider with the Korean Hwacha... some involve "duh", common sense sort of things... some involve historical use, and still others gameplay balance.

On the "duh" factor... the Hwacha is in-simple-terms, rocket/gunpowder propelled arrows off a multi-barrel launch platform and was one of the earliest "gunpowder" weapons... so on the surface, it's quite stupid that Firaxis made this a Catapult replacement, and can "logically" be made as a "Gunpowder" Siege weapon replacement.

However... (hold that thought)... I have two other issues that (IMHO) trump the first...

The Historical use is where I have my biggest problem... the Hwacha was an ANTI-PERSONNEL DEVICE... it was NEVER used to bring-down fortifications of anything beyond perhaps a wood/straw wall! Also, while it was a "gunpowder" weapon, it's battlefield use was mostly against sword/axe/pole-arm wielding opponents (melee guys in Civ4 terms).

Simply-put, rocket-propelled ARROWS don't do much damage to fortifications... especially large stone ones. This was very-much an AP device.

With the above real-world use, I had to try and fit that into Civ4 GAMEPLAY terms... this wasn't easy (like fitting a square peg into a round hole).

Gameplay-wise, I could either call this a very-late medieval siege weapon or a very-early gunpowder siege weapon... like I said, the "duh" factor is gunpowder, but between actual use and gameplay, we're talking either a Trebuchet replacement or a Bombard replacement. The Trebuchet's in-game use is on a more limited timespan (kinda like the Hwacha) and the Trebuchet mostly faces opponents/enemies clad in medieval-style armor (like the Hwacha)... the Trebuchet, while a fine SIEGE weapon in the late medieval era, it is quickly eclipsed by the far-more effective bombard... the ULTIMATE siege weapon and death-knell for castles (much UNLIKE the Hwacha)... since the Bombard is far more effective, for a longer period of time at Siege then the Trebuch ever is, and the Bombard quickly becomes used mostly in Renaissance times against musket-opponents, I thought these gameplay roles to be very different from what the Hwacha should/would be used.

There's one other option... you could make it a Bombard replacement and "nerf" the siege capabilities... but I'm not a big fan of UUs that are in any way weaker then the default unit it replaces... and a Bombard UU that can't bring-down walls would be sad (and I'm not for thinking of a Hwacha as the ultimate terror of walls either, which is why I don't like making it a Bombard UU in the first place).

Bottom line, while there's certainly the "duh" factor in that the Hwacha is indeed a gunpowder weapon, it's historical use and gameplay use does not match well at-all with any gunpowder-based siege weapons... it's certainly not a good fill-in for the Bombard's main gameplay role as a destroyer of castles and walls and whose main opponents are Renaissance muskets... the Trebuchet, is a short-lived siege weapon, whose main opponents are more medieval type opponents... and it's a weapon system that was used very briefly before much more effective bombards and cannons appeared on the scene. If one closes their eyes for a second on the gunpowder issue and focuses on historical use against what opponents, and overall gameplay use... I just thought the Hwacha made for a better Trebuchet replacement then a Bombard replacement. Neither is a perfect fit for such a unique weapon... I just went (after long and careful thought) with the BETTER choice of the two IMHO.

There is a method to my madness folks! ;)
 
I like that you added Lenin too. Although now with Stalin and Lenin....how about a Soviet flag? I know it wouldn't show up too well in the game but i'd prefer even just a hammer/sickle centered on a red background than the crest they have now.
I actually tried using the Soviet flag a long time ago for Russia... the yellow hammer & sickle just don't show-up on the flag in-game... you essentially just end-up with a big red flag if you go the Soviet-flag route.

P.S.
I also hope folks like all the work I put into the custom diplomacy music, tech-readings and added movies... that was a lot of work for things that may not seem so on the change list!
 
uhh, not to be overly critical, but how is Russia different than a Soviet Union faction, unless you mean Russia should become Belorus or Kievan Rus- both important Rus ;) but not akin to the King Arthur "rus!"

* - i could swear than the scenario included in Wolfshanze 36-civ / 4000BC Earth has Nazi flags and Soviet flags... unless you changed this from 2.83... i always thought it was kind of weird, since otherwise those flags are different, but i always thought you did that on purpose... is that right?

although your solution is fine imo, for the Korean UU, why not make it a Longbow / Crossbow 'flavor' in the truest sense it is unique in contast to other cultures? Crossbow even requires machinery yes? reminds me of a Ballista anyways...
 
* - i could swear than the scenario included in Wolfshanze 36-civ / 4000BC Earth has Nazi flags and Soviet flags... unless you changed this from 2.83... i always thought it was kind of weird, since otherwise those flags are different, but i always thought you did that on purpose... is that right?
Yes, and the included world scenarios still contain them... the reason for the scenario having the Nazi and Soviet flags is because the leaders are Hitler and Stalin... I wish each leader came with his own flag, but that's not the case... so in "default" Civ4 in the Wolfshanze Mod, I'll use the generic flags for each nation, but if I'm creating a scenario, I'll usually try and get the flag to match the leader.
 
For those interested WolfRevolution has been updated to Wolshanze 2.85
 
Is anybody ever going to get back to working on the AI? I know that's not really your area Wolf but if they do it would be great if you incorporated the AI improvements.

Anyway I was just playing last night and saw that the old bug is still there... I saw an AI send in workers to change hamlets to farms at the same time it had workers change farms to cottages in the same city. I guess I just see that as a huge problem because it has serious implications for AI keeping pace in games that last into the Modern era.
 
Is anybody ever going to get back to working on the AI? I know that's not really your area Wolf but if they do it would be great if you incorporated the AI improvements.

Anyway I was just playing last night and saw that the old bug is still there... I saw an AI send in workers to change hamlets to farms at the same time it had workers change farms to cottages in the same city. I guess I just see that as a huge problem because it has serious implications for AI keeping pace in games that last into the Modern era.

I'm not sure if this could have relevance on what you have posted but I have noted that the Better AI mod has been updated to version 0.40. Unless things have changed with Wolfshanze's mod I think that there are elements of 0.37 Better AI incorporated in it.

I'm not aware what improvements the AI 0.40 could bring to this mod but I guess it would need to have the skills of an alchemist to incorporate it :)
 
I'm not sure if this could have relevance on what you have posted but I have noted that the Better AI mod has been updated to version 0.40. Unless things have changed with Wolfshanze's mod I think that there are elements of 0.37 Better AI incorporated in it.
I don't see that they addressed this issue with v0.40.

Anyway I've reported this to them before. Given that this is trivial to replicate (it happens in each and EVERY game), I can't see that this is even debatable. :/

It's like Oscar Rogers, the SNL Financial advisor. Just FIX IT! :D

ps skip to 4:30 in the playback if you want. And yes, it's well worth it. ;)
 
Is anybody ever going to get back to working on the AI? I know that's not really your area Wolf but if they do it would be great if you incorporated the AI improvements.

Anyway I was just playing last night and saw that the old bug is still there... I saw an AI send in workers to change hamlets to farms at the same time it had workers change farms to cottages in the same city. I guess I just see that as a huge problem because it has serious implications for AI keeping pace in games that last into the Modern era.
I'm neither an AI guy, nor a DLL guy.

First, someone would have to "fix" the AI in the first place, then I'd have to con my DLL guy into working it into the mod.

Currently the Wolfshanze Mod DLL is based off Better AI v0.35... I am aware v0.37 and v0.40 have come out since... but in any case, Wolfshanze Mod AI based on v0.35 is still better then basing it off of default BtS AI.
 
Great stuff as always wolfie nice update, the diplo music & stuff. Honest Abe's music i nearly went out and got me a musket :goodjob: As for MR Reagan it brought a little tear to me eye, sniff, Hail to the Chief indeed.
 
Great stuff as always wolfie nice update, the diplo music & stuff. Honest Abe's music i nearly went out and got me a musket :goodjob: As for MR Reagan it brought a little tear to me eye, sniff, Hail to the Chief indeed.
Thanks guys... a lot of that diplomacy music I actually yanked off YouTube! (this one amateur guitarist was pretty darn good... "borrowed" his guitar solos for Reagan and Lincolns' early-age music). The tricky part was adjusting the volume of several completely different recordings to one uniform volume level that matches the default diplomacy music volume level for each age and each leader... that was a lot of work to level-out the volumes.

As for Mr. Reagan... yeah... my personal favorite is Reagan's middle-age music... he loved America so... brings a tear to my eye... ;)

Hail to the Chief! (now I just need a Thatcher)
 
so when's 2.86 coming? ;)
Funny you mentioned that... I'm playing a v2.86beta right now... Something I wanted to do, but was simply too "burned-out" to include it in v2.85... I'm going to do "ethnic wardrums" for all the civs... or at least, all the "regions" of civs (Middle East, African, Asian, etc). I got real tired of hearing the exact same wardrums for every civ in the game, and it's very easy to customize them.

I already have put-together some MOST EXCELLENT ethnic wardrums for Arab states and another set for Egypt (a little different). I've got some superb asian wardrums in the oven too.
 
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