1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  3. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  4. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  5. Dismiss Notice
  6. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

[BtS] Dales Combat Mod!

Discussion in 'Civ4 - Modpacks' started by Dale, Jan 2, 2008.

  1. Dale

    Dale Chieftain

    Joined:
    Mar 14, 2002
    Messages:
    6,977
    Location:
    Melbourne
    Dale's Combat Mod for Beyond the Sword 3.17!

    Dale's Combat Mod is the culmination of years of modding work in relation to combat and other combat related themes. It is the combination of a number of combat related Mod Components to increase the enjoyment in war during a game of Civ4.

    Updated to v1.7 for BtS 3.17! Please download again to obtain the new features!

    Instructions:
    1. Download the mod. http://forums.civfanatics.com/downloads.php?do=file&id=7946
    2. Unzip to your Mods folder: ..\Sid Meiers Civilization 4\Beyond the Sword\Mods\
    3. Launch BtS and switch to mod DalesCombatMod.
    4. Play as you normally would.

    Information:

    The current version is DCM v1.7 for BtS 3.17
    You MUST have the BtS 3.17 patch installed to run DCM.

    This Mod combines all of Dale's combat related Mod Components, such as airbombing missions, battle effects and ranged bombardment. All source code is available for this mod, fully commented to easily signify what component code relates to. All components can be easily turned off or on in a single XML file which can be edited in any text editor.

    Included Components:

    Civ Customiser: Removed in v1.7 due to issues with BtS 3.17
    Civ Customiser gives players the ability to modify their Civ to their liking. After choosing a Civ and starting a game, popup windows will allow players to change the leaderhead, traits, starting techs, unique units and unique buildings.

    Airbomb Missions:
    The air-bombing missions which featured in the BtS Mod Road to War are now available separately! Bombers can now air-bomb city defenses, city buildings, port air-bomb mission to attempt to sink ships, or other air missions as added.

    Battle Effects:
    As opposed to most of my other Mod Components, this one is purely aesthetic. Ever wanted to see plumes of smoke from the battleground? Well this component is for you.

    Ranged Bombardment:
    Ranged Bombardment allows siege units to bombard in the field. By selecting the bombard icon you can select whether to bombard units, improvements or cities.

    Archer Bombardment:
    Archer Bombardment allows archer units to fire a volley at adjacent plots. In this way they can damage enemy units before combat.

    Civ Changer:
    Civ Changer allows you to change the Civ you are playing in-game.

    Combined Arms Stack Attack:
    Combined Arms Stack Attack allows a full stack of units to engage an enemy stack of units. It replaces the one-on-one combat concept and allows a full stack to work together to eliminate an enemy stack.

    Opportunity Fire:
    Opportunity Fire allows fortified bombard capable units (such as artillery) to automatically barrage enemy units which close on the position.

    Active Defense:
    Active Defense allows patrolling fighters to engage enemy troops closing on them. This includes fighters on patrol in any location (city, carrier, etc).

    Nuke Bomber Unit:
    The Nuke Bomber unit is an early atomic weapon available with Fission and Flight. The Nuke Bomber simulates the atomic bombs of World War II, specifically the ones dropped on Hiroshima and Nagasaki.

    Turning components on/off:

    1. Open the file ..\Mods\DalesCombatMod\Assets\XML\GlobalDefinesAlt.xml in notepad (or other text editor).
    2. Search for the relevent tag for the component you wish to edit (EG: DCM_CIV_CUSTOMISER for Civ Customiser).
    3. Edit the iDefineIntVal value such that 1 = on, 0 = off (zero).
    4. Save the file and restart the Mod. You should notice that the DCM Status popup changes to reflect the changes you make.



    Mod-Makers:

    This Mod is provided for the benefit of the whole community. Please use all/any parts as required, but please give me credit for the work I've done.

    A number of new XML tags have been added to certain files, please merge carefully into your own Mods. I suggest using WinMerge to help, as I will only provide "Best Effort" support of merging into your own Mods.

    All source code is included in the folder \CvGameCoreDLL\ inside the Mod's folder. I have made comments to help you identify which parts of the code belong to which components:

    Code:
    // Dale - DCM: DalesCombatMod specific code (not related to any component)
    // Dale - AB: Airbombing missions
    // Dale - BE: Battle Effects
    // Dale - CC: Civ Customiser
    // Dale - RB: Ranged Bombard
    // Dale - CCH: Civ Changer
    // Dale - SA: CASA, Opportunity Fire, Active Defense
    // Dale - ARB: Archer Bombard
    // Dale - NB: Nuke Bomber
    
    History:

    DCM v1.7:
    - Removed Civ Customiser

    DCM v1.6:
    - Battle Effect length maxed at 10 turns
    - MHP requires Fission
    - Various bug fixes
    - Can Port Airbomb ships in forts
    - Solver's unofficial patch

    DCM v1.5:
    - Many bug fixes
    - Many balance changes
    - Been so long I've forgotten all of them

    DCM v1.3:
    - Added Fighter Engagement mission
    - Added CASA complete
    - Fixed Ranged Bombardment bug
    - Fixed Battle Effects bug
    - Fixed Nuke Bomber intercept bug

    DCM v1.2:
    - Updated Airbomb Missions to 1.3
    - Added Archer Bombard
    - Added Nuke Bomber Unit
    - Fixed Interface mode bug
    - Fixed Battle Effect bugs

    DCM v1.1:
    - Updated Airbomb Missions to 1.2
    - Added Ranged Bombardment
    - Added Civ Changer
    - Added Combined Arms Stack Attack (beta)
    - Added Opportunity Fire
    - Added Active Defense

    DCM v1.0:
    - Added Airbomb Missions
    - Added Civ Customiser
    - Added Battle Effects
    - Added required code for DCM Concepts and Status popup
     
  2. Dale

    Dale Chieftain

    Joined:
    Mar 14, 2002
    Messages:
    6,977
    Location:
    Melbourne
    Screenshots:



































     
  3. Dale

    Dale Chieftain

    Joined:
    Mar 14, 2002
    Messages:
    6,977
    Location:
    Melbourne
    Reserved....
     
  4. mamba

    mamba Chieftain

    Joined:
    Aug 23, 2007
    Messages:
    2,520
    Looking forward to a version with Ranged Bombardment and Route Pillage :)
     
  5. Dale

    Dale Chieftain

    Joined:
    Mar 14, 2002
    Messages:
    6,977
    Location:
    Melbourne
    As I work on components, I'll be updating DCM to incorporate them. So very soon my friend. :)
     
  6. GarretSidzaka

    GarretSidzaka Chieftain

    Joined:
    Dec 17, 2002
    Messages:
    4,696
    Location:
    Arizona
    YAY DALE WE LOVE YOU MAN!!

    now just to make bitter winter.... ;)
     
  7. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
    Messages:
    6,106
    Location:
    israel
    thanks again fr making the life of modders much easier.
     
  8. GarretSidzaka

    GarretSidzaka Chieftain

    Joined:
    Dec 17, 2002
    Messages:
    4,696
    Location:
    Arizona
  9. OrionVeteran

    OrionVeteran Chieftain

    Joined:
    Dec 25, 2003
    Messages:
    2,399
    Location:
    Newport News VA
    Dale,

    This mod looks fantastic. :goodjob: I'm going to have to try it out tonight.

    The only BTS 3.13 additions that I can recommend at this time is:

    1. Ranged Bombardment
    2. Archery Barrage

    Roamty was nice enough to combine both mods into the current BTS 3.13 download and should make it little easier to combine into your combat mod. Here is the link: http://forums.civfanatics.com/downloads.php?do=file&id=7865

    Both mods have unique capabilities that would make excellent "combat" additions to your outstanding mod composition. :thumbsup:

    Very Respectfully,

    Orion Veteran :cool:
     
  10. Seven05

    Seven05 Warmonger

    Joined:
    Dec 5, 2005
    Messages:
    1,974
    Gender:
    Male
    Location:
    USA
    Hey Dale, it's really easy to tie your code in with in-game options rather than an XML file so people can turn them on and off when starting a new game (custom game). I put a tutorial up on how to do this in the tutorials board.
     
  11. Dale

    Dale Chieftain

    Joined:
    Mar 14, 2002
    Messages:
    6,977
    Location:
    Melbourne
    Yeah I know (I wrote the original tute on it ;) ), but I'm also throwing a few other component related attributes into this XML file too. Better to keep it all in one place.

    Besides, it wouldn't take me much to knock-up a GUI interface into the XML file using C++ so you can change the values. :)
     
  12. Dale

    Dale Chieftain

    Joined:
    Mar 14, 2002
    Messages:
    6,977
    Location:
    Melbourne
    Last night I finished converting RB into 3.13 (I've done some heavy changes to RB in a number of areas) and DCM. It's possible to have both types of bombardment occurring now (RB and Civ4) as well as a few other things to clean up, speed up and make the AI better at it. :) It'll come in the next update for DCM.

    I haven't looked at archery barrage, so can't comment on that yet.
     
  13. LlamaCat

    LlamaCat Chieftain

    Joined:
    Dec 29, 2005
    Messages:
    1,212
    hey Dale that scorched earth mod looks cool, I might try it out. you say it's only aesthetic but combat will reduce the food and commerce output in the tile? can you clarify this point and how long that effect lasts? and where do I download this mod, I don't see a link....
     
  14. Dale

    Dale Chieftain

    Joined:
    Mar 14, 2002
    Messages:
    6,977
    Location:
    Melbourne
    If its just the battle effects you're after, then here's the link: http://forums.civfanatics.com/showthread.php?t=257045

    Yeah you're right, but all it does is lower food/gold by 1 on the tile when the battle effect is in place. The effect lasts for 2 turns, increasing by 2 for consequent combats (so 2 combats = 4 turns).
     
  15. ruffriders23

    ruffriders23 Chieftain

    Joined:
    Jun 6, 2006
    Messages:
    399
    Thanks for the update Dale.
     
  16. Mike.doc

    Mike.doc Chieftain

    Joined:
    Mar 7, 2002
    Messages:
    243
    Location:
    Walloony, Belgium
    Hi Dale!
    I'm on Bts 3.13, and your fantastic mod seems to refuse to run. It's well in the /Bts/mods, yet it doen't begin to run. "Excuse Windows for the mistake, send an error message..":confused:
     
  17. LlamaCat

    LlamaCat Chieftain

    Joined:
    Dec 29, 2005
    Messages:
    1,212

    thanks, that's a really neat idea. Although when units are fighting on one of your city tiles, you don't get any benefits from that tile anyway. So I guess that's why you made it 2 turns, in case they move off the tile or the enemy dies, the turn after you are getting the reduced effect.
     
  18. I'm your Daddy

    I'm your Daddy Your just my play thing

    Joined:
    Oct 18, 2007
    Messages:
    93
    Dale,

    Hey just wanted to leave a thanks. Your probably the best SDK/Phyton guy we got. I love your stuff. :goodjob:
     
  19. RPG

    RPG Chieftain

    Joined:
    Jan 17, 2007
    Messages:
    658
    Location:
    Cambridge
    Dale,

    Will the Combined Arms Stack Attack Mod be added to this mod?
     
  20. I'm your Daddy

    I'm your Daddy Your just my play thing

    Joined:
    Oct 18, 2007
    Messages:
    93
    haha, from the looks of it I think we all are going crazy for the combo effect. When you do add in ranged bombardment you might as well throw in archery while your at it since every one seems to like that combo. I'm a fan of JFortZoC and influence driven combat but I know those are not yours so I can add them in myself. :lol:
     

Share This Page