[BtS-3.13] BombingMissions

Well that saves me some work, thanks for the quick update :)

I did finally get to play a bit with this installed and the overall effect is very good. Its amazing how such a relatively small change can add so much without really changing the game, now I look forward to building a decent airforce for a change.

Unless you beat me to it Dale, I plan on adding support for the AI to make a descision rather than using a random chance. Nothing terribly fancy, just basing it on their current warplan and the proximity of friendly units to the target city.
 
Seven05:

In Road to War I also had cheap immobile Anti-Air units to help counter the extra bomber stuff.

And let me know if you get the AI to use good decisions. I want to check that out. :)
 
Hi Dale. My first post here, so please forgive my impertinence.

This is most of what I wanted to see in terms of air bombing options for Civ. Thanks. ^_^

Is it difficult to add an option for strategic bombing of cities, which subtracts hammers from whatever is currently under construction?

My "back of the envelope" notes to myself were: Successful strategic bombing strikes reduce the number of hammers invested in the city's current project by 25-100% of the attacking unit’s Strength. A line of promotions (maybe "Bomb Load" or "Bomb Sight") can increase the minimum and maximum damage by 25% per level, to a maximum of 3 levels (damage in hammers = 100-175% of attacker Strength). If the damage exceeds the city project’s current hammer investment, reduce investment to 0 and ignore “overdamage.”
 
Hi Dale. My first post here, so please forgive my impertinence.

This is most of what I wanted to see in terms of air bombing options for Civ. Thanks. ^_^

Is it difficult to add an option for strategic bombing of cities, which subtracts hammers from whatever is currently under construction?

My "back of the envelope" notes to myself were: Successful strategic bombing strikes reduce the number of hammers invested in the city's current project by 25-100% of the attacking unit’s Strength. A line of promotions (maybe "Bomb Load" or "Bomb Sight") can increase the minimum and maximum damage by 25% per level, to a maximum of 3 levels (damage in hammers = 100-175% of attacker Strength). If the damage exceeds the city project’s current hammer investment, reduce investment to 0 and ignore “overdamage.”

A brilliant idea! I'll look into it for the next release. :)
 
Hey Dale these are for you buddy :D

icons_cyP.gif


http://forums.civfanatics.com/downloads.php?do=file&id=7949
 
A new mission (as well as Garrets icons) will be available in the next update. :)

Strategic Airbomb: attempts to damage the citys current production project (destroys hammers).

bm5.jpg
 
dale,
are you gonna do a combined combat mod with all of your features all together?

Yes, that's what Dales Combat Mod is for, a combo of all my mods able to be turned on or off individually. :)
 
great,
though right now i got most of your componants together,
combat mod+ranged.

all is working well,
but one thing that was odd to me,

i had to delete this part:
</MissionInfo>
- <MissionInfo>
<Type>MISSION_RANGEDBOMBARD</Type> (OR RANGED_BOMBARD-CANT REMMBER..)
<Description>TXT_KEY_MISSION_RBOMBARD</Description>
<Help>TXT_KEY_MISSION_RBOMBARD_HELP</Help>
<Waypoint>NONE</Waypoint>
<EntityEventType>ENTITY_EVENT_BOMBARD</EntityEventType>
<iTime>10</iTime>
<bTarget>0</bTarget>
<bBuild>0</bBuild>
<bSound>1</bSound>
<Button>,Art/Interface/Buttons/Actions/Bombard.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,2,1</Button>

in order to get the range bomb application interface.
in your ranged code - you have this part,
so when i combined the sdk of combat +rbomb,

i had to take of this mission type,

any idea why?

oh well, made severl testes with what ive made - its good to go :0

thanks dale.
 
Version 1.2 is currently being tested. It has the following changes:

- Component can be turned on/off via GlobalDefinesAlt.xml tag (for modders)
- NEW MISSION: Strategic Airbombing - Attempt to destroy hammers on current build project.
- Buildings possibly affected by building missions (both civil and production) now defined via Civ4BuildingInfo.xml tag (iDCMAirbomMission). Define as 2 for civil airbomb mission, 3 for production airbomb mission.
- All messages refurbished to provide much clearer information (building/city targeted, what ship sank, etc).
- New icons for airbomb missions (thanks to GarretSidzaka)
 
great,
though right now i got most of your componants together,
combat mod+ranged.

all is working well,
but one thing that was odd to me,

i had to delete this part:


in order to get the range bomb application interface.
in your ranged code - you have this part,
so when i combined the sdk of combat +rbomb,

i had to take of this mission type,

any idea why?

oh well, made severl testes with what ive made - its good to go :0

thanks dale.

Give me a few more days, and you'll have it (plus much more) added to DCM. ;)
 
Version 1.2 released!

A new mission now available thanks to StormWaltz! Strategic Airbomb!
New icons for the missions thank to GarretSidzaka!
Mod updated for ease of use for modders. XML tag defines what airbomb mission a building is a potential target.
All new messages for informative feedback.
Thanks to Boneys26 for testing!
 
They'll use them with Dale's default code but it's a random chance. I sent him some AI code to make them base their mission selection on more than a random chance but it's complicated and he's a busy guy :)
 
Now the big question - will the AI use each of these new missions?

The AI can ALWAYS use my concepts! Everyone should know that by now. :king:

But as Seven05 said, I haven't had a chance to go through his code yet, so while the AI deliberately chooses to airbomb you, it's random which mission it flies.
 
A probably obvious AI use for strategic airbomb is against cities close to completing a WoW or spaceship part. I'm not a grief player, but that seems like the most useful application.
 
Back
Top Bottom