[SDK] Dale's Combat Mod!

If it's possible to lose with an artillery unit yet, I've not seen it. I do know that artillery can and does lose (frequently) in the open outside of going up against or defending in cities.
 
If artillery is too powerful against cities, do as in SMAC: artillery can only damage units in cities down to 50% of their strength.
 
M@ni@c said:
If artillery is too powerful against cities, do as in SMAC: artillery can only damage units in cities down to 50% of their strength.

That probably won't be necessary. Just a bit of tweaking of the existing structure will probably fix the problem.

But yeah, it was pretty bad... tanks were getting blown away in whole groups by a defending grenadier, but a cannon would take on a city's whole garrison and win.
 
Well, I see, I can see the action all fine, if the the two tiles are "horizontal",
but any other case (diagonal, horizontal) results in that I do not see action.

And there are crashes, like when I tried
2 catapults+2 knight vs 2 keshiks and a cannon
 
with samurai in the enemy line - even with horizontal I saw no action,
that is, enemy is invisible
(I try setups with WB)

EDIT:
that is, sometimes YES, sometimes NO :eek:

oh, the terrain is Plains, or Plains/Hills
 
Ah, is it a feature that in cases a unit can move after battle,
even it was in the battle group? Can it be that that unit did not have to act,
and thus there is move-point left for use?

It was with 3 swords attacking 2 warriors+1 archer (on plains)
Again, I saw only defending warriors...
...and after winning, one of the swords did not move to the enemy's tile,
but could move to any tile I wanted to send it to
 
test of 2.1

Setup:

axe (with combat one promo)
axe (with combat one promo)
archer
on plain

vs

sword
archer
on plain

horizontal, from left to right attack

3 repeats:

#1
in action: I see only one axe vs one sword

result:
win

remains:
axe 1: 4.2
axe 2: 4.3
archer: 2.4

axe 2 can move after battle…

#2
in action: I see archer+axe and one archer

result:
win

remains:
axe: 1.5
archer: 2.4

nobody can move

#3
in action: I see only one axe vs one sword

result:
win

remains:
axe 1: 0.8
axe 2: 4.3
archer: 3.0

axe 2 and archer can move after battle
 
Test of 2.1

Setup

Axe
Axe
Archer
On grass

Vs

Sword
Longbow
On grass

horizontal, from left to right attack

3 repeats

#1

in action: archer+one axe vs sword

result:
win

remains:
archer: 0.7

nobody can move after battle

#2

in action: archer+one axe vs longbow

result:
loss

remains:
longbow: 4.5

longbow can move after battle

#3

in action: I see archer+ one axe vs sword+longbow (wow!)
my archers were behind but the enemy longbows were in the same line as sword

result:
loss

remians:
longbow: 6.0
 
The following case is pretty straightforward:
overwhelming win with catapult and I see nothing of the enemy


Setup

Axe
Horse archer
Catapult
On grass

Vs

Spear
Archer
On grass

horizontal, from left to right attack

3 repeats

#1

in action: catapult+horse+axe (all in one line) vs nothing

result:
win

remains:
axe: 3.5
catapult: 5
horse: 6

all move into tile, horse can move one more

#2

in action: catapult+horse+axe (all in one line) vs nothing

result:
win

remains:
axe: 2.0
catapult: 5
horse: 6

all move into tile, horse can move one more

#3
in action: catapult+horse+axe (all in one line) vs nothing

result:
win

remains:
axe: 3.6
catapult: 5
horse: 6

all move into tile, horse can move one more
 
This is real weird...

Setup

Musketman
Maceman
On grass/hill

Vs

Maceman
Catapult
Archer
On plains/hill

Attack diagonal „up” from left to right

3 repeats

#1

in action: musketman vs catapult (???)

result:
loss

remains:
catapult: 5.0 (no damage???)

after battle: enemy’s catapult moves in to my tile (???)

#2

in action: musketman vs catapult+archer (in one line)

result:
loss

remains:
archer: 3.0
catapult: 5.0

After battle: archer+catapult remains on tile

#3

in action: maceman+musketman vs nothing
and I read top left: Your forces are under attack… when it was me who attacked!

Result:
Win

Remains:
Musketman: 2.2

After battle: musketman moves into tile
 
This mod sounds veryvery interesting, you should combine it with the regiments mod, but you should wait with this until i get the xmls from porges ;)

and get rid of those bugs :p
 
Okay guys, you've got a choice here:

1. I can upload Beta build 2.2 for you to test. This build fixes all current bugs as listed here and at Apolyton. However, the air side of the combat is broke so it would be disabled for the test. All ground and naval combat is working now. Also, the combat process has been filled in completely now so defenders and attackers both have bombard, ranged and melee phases (fixes the "invincible catapult" bug). I've been using this code for two days now, and haven't had one crash in about 50 battles, and the animations failed to run in just one battle. It appears sometimes the animation code (which is in the exe unfortunately and can't be fixed) horsehockys itself when too much is going on, and thus the animation doesn't run. I'm willing to accept one battle in 50 not having animations for the sake of having a clean plugin to the rest of the code. :)

OR:

2. Wait a few days till I can work on the air combat code. I won't be able to work on the code till the weekend now, so it'd be about a week till I can upload with fixed air combat code.

Your choice. :)

Dale
 
Wow this is SOOOOOOOOOOOOOO COOOOLLL


I am SURE this mod will be integrated in all important mods, cause this is simply VERY NEEDED and realistic.

What can I say? This is one of the greatest improvements of the game EVER.

THANKS MAN
 
Thanks mate. :)
 
If anyone wants to try Beta2.2 which has all bugfixes from Poly and CFC please download a new CvGameCoreDLL file from here: http://users.tpg.com.au/thesdale/civ4/dcmb22.zip

NOTE:
Air battles are disabled in stacked combat due to a bad bug I'm still working on. Though everything should be as it will end up. :)

Dale
 
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