[BtS] Dales Combat Mod!

If you want to merge dale's mod with other mod you have to possibilities
1) the mod has no sdk changes then it shouldn't be a problem just merge the art xml etc.
2) the mod has sdk changes you will need to go into the sdk to merge the 2 mod tutorials about that can you find one these forms
 
Thanks for the continuing support all. :)

Bad news: I've struck an 11th hour bug that needs fixing. Slight delay. Better delayed and fixed, than CTD's. ;)
 
Dale.

I've only just experienced your mod. Completely love it!

In order to enhance the experience, is there any way to actually slow down or pause the action. It's all over so quick and it would be good to see which elements are having what effect. Or maybe I just wanna make that delicious 'experience' (I'm talking about chocolate bars!!) last that bit longer....
 
DCM updated to v1.3.

See first post for details! :)
 
Is this the final version of this mod or can we expect other features in the (hopefully) near future?love the components!!!great work Dale!!
 
This is final for now. :)

I want to push out another beta of Road to War next, and then the first alpha of Age of Discovery II.

Then I may come back to it. :)
 
Alternate DLL's for different numbers of Civs has been posted. See first post. :)
 
Dear Dale,

where is the code for the more civs dlls? I would like to have more civs, but I also want to use Bhuric. So I need the code - can you help? :rolleyes:
 
Dear Dale,

where is the code for the more civs dlls? I would like to have more civs, but I also want to use Bhuric. So I need the code - can you help? :rolleyes:

No need to supply it as it's literally a one line change documented in many places. :)

CvDefines.h
Code:
MAX_CIVS          (18) <------- Change this value
 
Dale, thanks for such an great mod. Now hopefully the mergers can blend it into everything , because civ without DCM seems blah.
hopefully your code will go into Civ 5.

Looking forward to Age of Discovery II especially.
 
Dale

Thx, Dale! This mod is the best of the best! :)

What tags you added to your mod? Can you do seme list of this tags?

Becouse, my mod is basically on modular system and I think about easy way to merge mods.

Will be very good for all moders, if you give TXT with only added texts, without all original BTS texts...
For Example:

"CIV4UnitInfos"

Only that text:
<UnitInfo>
<Class>UNITCLASS_ATOMIC</Class>
<Type>UNIT_ATOMIC</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_AIR</Combat>
<Domain>DOMAIN_AIR</Domain>
<DefaultUnitAI>UNITAI_ICBM</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_ATOMIC</Description>
<Civilopedia>TXT_KEY_UNIT_TACTICAL_NUKE_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_ATOMIC_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>0</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ICBM</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_FISSION</PrereqTech>
<TechTypes>
<PrereqTech>TECH_FLIGHT</PrereqTech>
<PrereqTech>NONE</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>BONUS_URANIUM</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>15</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>0</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>0</iCombat>
<iCombatLimit>0</iCombatLimit>
<iAirCombat>-1</iAirCombat>
<iAirCombatLimit>100</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>4</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>30</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>0.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_ATOMIC</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>

:)
 
Dale

Thx, Dale! This mod is the best of the best! :)

Thanks, it's always good to hear someone having fun with what I've created. :)

What tags you added to your mod? Can you do seme list of this tags?

I've posted it somewhere already, I'll see if I can drag it up.

EDIT: Try this post: http://forums.civfanatics.com/showpost.php?p=6395013&postcount=191

Becouse, my mod is basically on modular system and I think about easy way to merge mods.

Will be very good for all moders, if you give TXT with only added texts, without all original BTS texts...
For Example:

Sorry but it's not that easy. Nearly every building is changed, and a LOT of units too.

The techs that were changed were COMPUTERS and LASERS with an extra tag at the bottom.

I seriously doubt this mod could become modular, just from the integrated way it is with the core code. The sheer number of changes just doesn't suit the modular design.
 
Hi Dale.

I know it should be your final version, but may I ask you for a small new feature? :mischief:

At the moment there is nearly no advantage from building the "Manhatten-Project". Can you change that? The original project build the first three a-bombs I believe. Now with your fantastic nukebomber it would be nice to have 1-3 free a-bombs (can be upgraded to nukebomber with the needed techs for the bomber) from the project for the builder.

But there is no option to get free units from a project. Can do it?

Regards Thomas
 
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