[BtS] Wolfshanze's Revolution

So Civ IV is capped at 2GB no matter how much RAM you have?

Well, in that case I still managed to go over 2GB, on a normal sized map at normal speed, though it was late game. I'd hate to think of the people who play large maps. BST not Wolfrev

http://forums.civfanatics.com/showpost.php?p=7049525&postcount=9

Basically yes. More RAM might improve your overall system so at least it won't cause slowdowns that might affect Civ.

I play large maps in standard Civ. No slowdowns to the modern era. Add in tons of civs over the default number for large maps and you'll get slowdowns.
 
Personally, I'm not sure I like the idea of "building" wonder units. I think it'd be more interesting if it were an upgrade once a normal unit hits level 10 and consumes a great general or something similar. That way, militaristic countries would have a better chance of producing these super units instead of the "factory" countries that just build a crapload of hammers.
 
I'm having a bug with the "Limited Religions" configuration option. I actually turned it on in the middle of my last game, when there were only two religions left to discover, and neither of them ever got discovered. I thought this was odd, but figured that maybe it was because I enabled it partway through the game, and it messed things up.

Last night, I finished that game and started a new one, and was surprised to see that Meditation and Polytheism still had their little icons about 50 turns into the game (marathon). I decided to shoot for poly and got it, but no religion! I checked the religion screen and nobody had founded any yet. I then turned off the limited religions option, researched Meditation, and still no religion!

I haven't tried starting another new game yet since I turned it off, but I hope that works otherwise something is seriously messed up. Any reason why the limited religions option wouldn't be working? I really would love that because I find it to be a huge exploit to found 2-3 religions all in the same city (this is incredibly easy to do by spreading your religions and whipping down populations just right), when the AI isn't capable of doing it.

I know somebody will probably say I should try a higher difficulty if I'm able to found 2-3 religions myself, but I'm already on Emperor and I just don't find the game to be fun anymore if I go higher (since you have to just be crazy aggressive and have a huge micromanaged military). You can use the Oracle to slingshot Code of Laws, then beeline to Theocracy, and/or Divine Right, and the computer will rarely ever beat you to any of them if you have a good starting plot.
 
As for the unit building- maybe make it a upgrade/ promotion that requires a GG? However, if you do that, you'll need more GG's.

Another idea, make it random which units appear in the game at all, and make it randomly happen until it happens for each unit built (1% chance?)

easiest and least satisfying option: Aggressive civs get to build them twice as fast.
 
I played it. The game was sad without the Wolf units.

phungus, did you change the distance modifier ? I usually set it lower than default so that the early game isn't so radical.

Edit ; I just actually read the first post. Revamped sounds good.

The game was just sad and I could not use worldbuilder. Phungus don't try to improve the game by taking away important aspects of it. Perhaps some code work would help you solve these difficulties mister.
 
The game was just sad and I could not use worldbuilder. Phungus don't try to improve the game by taking away important aspects of it. Perhaps some code work would help you solve these difficulties mister.

Maybe you should ask around before you jump to conclusions, "Mister". I'm using Alpha 4 and WB works fine. And if you're going to give feedback, regardless of whether it's negative or positive, it helps if it's constructive. As it is you've crossed the line from unhelpful to just plain obnoxious. :splat:

As for the game being "just sad", well I feel really bad for you. Honestly. Choked up... there's tears and all, I promise. :rolleyes:

No-one's holding a gun to your head and forcing you to be here.

Sensors%20indicate%20noob.jpg
 
I recieved a PM from him apologizing for disparaging my mod. I'm not sure there really is a problem with worldbuilder, I've never had a problem with it myself, and never recieved any reports about it before. That said if there is an issue, more details would help isolate it, so it could be fixed. His irritation was caused by this thread: http://forums.civfanatics.com/showthread.php?t=316801 where I correctly assessed the cause of a crash occurring in his mod, I suppose he was just irritated because his mod wasn't working and took it out on me (possibly because of my tone in the thread--I may have come off a bit smugg) :dunno: Transfering emotions on others is common in humans, just a bizzare psych flaw we all have, so I'm not going to take it personally, as far as I'm concerned the issue is closed.

In regards to the suggested changes to the legend units, they are neat ideas, but simply untenable. The issue is that coding such things would be a nightmare. Given how helpful certain posters, like Emperor Fool is, I could probably, if I worked really hard, get the code to work, but coding the AI to use it would be beyond me, even with the help of others. Coding AI is complex to say the least, and it's just not doable, so while it would be cool to make legend units tied to GGs, and I actually would like to do this, it's just not possible.
 
@ Slightly Mad, hmmm, I never play with that option on. I recently found out that RevDCM 1.01 was more then the previously released "patches" that glider trickled in the RevDCM thread, so there are a few things not updated from 1.01 in the WolfRev 1.3.2 build. I'll make a 1.3.3 patch that updates everything entirely up to 1.01, and see if that fixes your issue. I just incorporated alot of it into the BST build I'm testing, and it elminated the couple python exceptions I was getting (for instance if the AI went into free religion when it had inquisitors, this would throw an exception every turn, minor issue with AI logic, didn't effect gameplay, but there were a few things like this in 1.00), so it's possible that Limited Religions is one of those things. Thanks for bringing this to my attention.
 
I recieved a PM from him apologizing for disparaging my mod. I'm not sure there really is a problem with worldbuilder, I've never had a problem with it myself, and never recieved any reports about it before. That said if there is an issue, more details would help isolate it, so it could be fixed. His irritation was caused by this thread: http://forums.civfanatics.com/showthread.php?t=316801 where I correctly assessed the cause of a crash occurring in his mod, I suppose he was just irritated because his mod wasn't working and took it out on me (possibly because of my tone in the thread--I may have come off a bit smugg) :dunno: Transfering emotions on others is common in humans, just a bizzare psych flaw we all have, so I'm not going to take it personally, as far as I'm concerned the issue is closed.

In regards to the suggested changes to the legend units, they are neat ideas, but simply untenable. The issue is that coding such things would be a nightmare. Given how helpful certain posters, like Emperor Fool is, I could probably, if I worked really hard, get the code to work, but coding the AI to use it would be beyond me, even with the help of others. Coding AI is complex to say the least, and it's just not doable, so while it would be cool to make legend units tied to GGs, and I actually would like to do this, it's just not possible.

Is there a way to make the units optional then? Or another idea, make the units require Heroic Epic or something else to build like you did with King's Yeomanry?
 
@ Slightly Mad, hmmm, I never play with that option on. I recently found out that RevDCM 1.01 was more then the previously released "patches" that glider trickled in the RevDCM thread, so there are a few things not updated from 1.01 in the WolfRev 1.3.2 build. I'll make a 1.3.3 patch that updates everything entirely up to 1.01, and see if that fixes your issue. I just incorporated alot of it into the BST build I'm testing, and it elminated the couple python exceptions I was getting (for instance if the AI went into free religion when it had inquisitors, this would throw an exception every turn, minor issue with AI logic, didn't effect gameplay, but there were a few things like this in 1.00), so it's possible that Limited Religions is one of those things. Thanks for bringing this to my attention.

Actually, I was just reading through the Inquisitions modcomp thread, and they mentioned something about making sure the main "Choose Religions" option in the custom game menu is turned off if you're using Limited Religions. I'll try that tonight and hopefully that will work, in which case you might just want to add a note to the mouseover help for the option about it.
 
Is there a way to make the units optional then? Or another idea, make the units require Heroic Epic or something else to build like you did with King's Yeomanry?

I suppose the easiest way would be to release an optional add on that removes legend units for those who do not like them, this I can do easily.
 
I think my head would explode with happiness if this mini-mod add-on could be merged with WolfRev:

Fixed borders
http://forums.civfanatics.com/showthread.php?t=308404

Also, it appears that Civ4 is hard-capped at using 2 GB of RAM for itself (even if you had, let's say, 4 GB of ram and a 4 GB pagefile)? And we will have to wait until Civ5 is made for 64-bit systems before this hard-cap can be exceeded? Definitely means small or standard maps for any mod with ethnic graphics.

Now, I have been able to play regular BTS games on large maps without any problems all the way through the modern era. Is it just the ethnic art that makes the mods problematic? What if there were to be a version of WolfRev with no ethnic art whatsoever? In other words, no unique unit or city art, just what occurs in regular BTS Civ4, plus the few extra units that have been added. Could I achieve that just by deleting some files or folders? Because the ethnic unit and city graphics are nice, but the real reason I play WolfRev is for the new functions. And WolfRev is a bit like crack--I cannot go back to playing regular BTS without IDW, the new naval units, and the revolution index.
 
Zeiter try the Bronze Steam and Tears 0.4alpha build, it has all 2000+ poly units removed, it should improve performance quite a bit. It's still an alpha build so I haven't included an installer, and left out art from WolfRevolution to save space, so to install:
Copy WolfRevolution to a different folder
Rename the copied WolfRevolution BST
Extract the zipped alpha build in the same folder the coppied WolfRev and renamed to BST folder is. Select yes to all when prompted to overwrite
Move the new BST folder to your mods folder where regular old WolfRevolution is


As far as fixed borders goes, I'm not going to include it. Partly due to the fact I'm not convinced this will improve gameplay, and partly because I doubt the AI knows how to use it, and I don't want to include anything that will bugger the AI.
 
Also, it appears that Civ4 is hard-capped at using 2 GB of RAM for itself (even if you had, let's say, 4 GB of ram and a 4 GB pagefile)? And we will have to wait until Civ5 is made for 64-bit systems before this hard-cap can be exceeded? Definitely means small or standard maps for any mod with ethnic graphics.

If you're still curious about 64 bit gaming, this article explains it well. http://www.tomshardware.com/reviews/64-bit-vista-gaming,2250.html

Pretty much the conclusion is there's not a lot of games that have adopted 64bit, and it'll probably take a few years before 64 hardware and OSes are completely standard. I bet 1-2 years after Windows 7 ships (assuming it will be a 64bit to replace Vista), 64 bit games will be more common.
 
I think my head would explode with happiness if this mini-mod add-on could be merged with WolfRev:

Fixed borders
http://forums.civfanatics.com/showthread.php?t=308404

I've been looking at that modcomp too. I'd love to see it included as well (if the AI ever learns how to use it) and I think it would add a lot to the game, but I'd have to play it to see whether I actually like it.
 
Updated to WolfRevolution 1.3.3 April 12, 2009
Paching only, main WolfRev download not updated (not any real reason to, this is a minor patch)
-Updates WolfRev to RevDCM 1.01
-Added Examine City on Conquest option
-Rebuilt taxes Revolution index calculations, now bases taxburden on the ratio of total Empire expenses to total earned commerce types (all culture, gold, science and espionage earned throught the empire)
 
Phungus, the Motorised Infantry unit is Huuuuuuuuuuuuuuuuuuge :)

Might need to downscale the unit art on that one a bit. :)
 
Yeah already did it, lol. I'm in the process of deleting the unused art in the Wolfshanze.fpk now for BST and once finished will add in the new art, and repack. Will open a new thread for BST, should have a beta out soon.
 
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