so does this work with added units?
There is another reason, but I don't want to go into it here.
I would love to see archery barrage in this. Would it been hard to add it to this?
Hi.
I wanted to use parts of DCM and implement them in the German Community Civ V [CCV]. But I'm missing the promised source code. Did I made a mistake?
Battle Effects, Civ Changer, Range Bombardment und Air Missions should be implemented.
Thanks.
You have this listed:
The current version is DCM v1.1 for BtS 3.13
You MUST have the BtS 3.13 patch installed to run DCM.
Please visit the forum thread for the latest details: http://forums.civfanatics.com/showthread.php?t=257210
its the same as the page its on already, 1st post?
so does this work with added units?
[I'm on Bts 3.13, and your fantastic mod seems to refuse to run. It's well in the /Bts/mods, yet it doesn't begin to run. "Excuse Windows for the mistake, send an error message.."
Check if you have anything in CustomAssets, and move temporarily to test it. Also check that a DLL file exists at ..\Beyond the Sword\Mods\DalesCombatMod\Assets\ ]
I don't find anything in Custom Assets. And (excuse my ignorance) what is the look of a "DLL" what I have to find or not at : Beyond the Sword\Mods\DalesCombatMod\Assets\
Thanks again.
Just curious, what exactly does ranged bombardment do? Is this a Civ III-style use of artillery?
Hi.
I wanted to use parts of DCM and implement them in the German Community Civ V [CCV]. But I'm missing the promised source code. Did I made a mistake?
Battle Effects, Civ Changer, Range Bombardment und Air Missions should be implemented.
Thanks.
I assume you are referring to Opportunity fire. Opportunity fire is a free shot that you can take against enemy unit(s) that move into range and the line of sight of your weapons. It can be a single potshot or a barrage attack.
Examples:
Barrage Attack: In an early battle in the movie Troy, when the Greeks had moved their attacking forces to within range of the Trojan archers, the Trojans let loose a barrage a of arrows that killed multiple units. The archery barrage attack was so effective, the Greeks were forced to withdraw their forces out of range of the Trojan bowman.
Potshot: In the same movie, when Achilles came within range, an archer wanted to take an easy potshot from a safe distance behind the Trojan's unpenetratable walls. The order to fire was not given. However, if the firing order had been given, then Achilles would have been easy prey for the bowman to pick off.
So yes, I agree that Opportunity Fire, which is already included in your mod, presents "another reason" why archery barrage should be added to the mod.
Final Point: Archery Barrage should be a component that you can turn on or off, to give everyone the choice of whether or not to use the option (just like your other cool features).
Very Respectfully,
Orion Veteran
No, I didn't mean Opp Fire (I've added my own version of that anyways), I was talking about the actual coding. It could be better in my opinion.
For example, it never tells you WHY you cannot barrage, even though you can select the mission and click on a unit. It just doesn't do anything.
I've a list of stuff about the component, but I can see that the idea is sound. How about I implement it, but I implement it my way (coded mission instead of python mission)?
It allows artillery to bombard adjacent plots.
It's similar to Final Frontiers bombarding, except that in my mod its all based on bombard attributes (bomb rate and bomb strength) where in FF it's all based on air strength.
Can the artly still attack for collateral damage per the usual rules?
And does bombarding eat up their movement?