[BtS] Dales Combat Mod!

Admitted, when playing in the ancient/classical/medieval ages, it makes sense, but it has to make sense in the whole course of the game as well. :)
 
It would be cool if it could be removed after certain era or something but that is un doable or at least too complex to really bother with it...
What bothers me is that if archers fire a volley they remove a jungle form the plot - kind of useful (but an exploit) in early times haha:blush:
 
Well Ninja I was thinking EXACTLY the same thing BUT:
It looks great in the classical/medieval era especially if you play on marathon it rocks because arhers can be finally used for what they were used on the battlefield - to fire them few volleys before all them slugga boyz start bashing each other ;-)
Now I agree that the problem emerges in late era when you send your inantry to kill some backward civilisation and they damage your destroyers/battleships with archer volley lol
Well I guess nothing is perfect :mischief:

I don't think archers should have the ability to bomb adjacent tiles, instead, they should serve some kind of passive defensive role, like if your stack is attacked, a "free" archer (one that has not already defended) will take a free shot at the enemy before the battle begins.
The role of bombing adjacent tiles belongs to catapult and trebucets.
 
I don't think archers should have the ability to bomb adjacent tiles, instead, they should serve some kind of passive defensive role, like if your stack is attacked, a "free" archer (one that has not already defended) will take a free shot at the enemy before the battle begins.
The role of bombing adjacent tiles belongs to catapult and trebucets.

Forgett it, I suggested something similar. Doesn't fit to Dales plans. :(
 
I don't think archers should have the ability to bomb adjacent tiles

Ye gods if you don't like it just turn it off in GlobalDefinesAlt.xml! Isn't it good that he has provided this ability to control the mod?

Dale will probably be well aware of previous suggestions. Let him do his thing would you? He's juggling more than you are aware.

This is only my perception.
Cheers.
 
@Dale

God Bless you. This is an excellent mod. I absolutely love it.

I see a bug in there though. I don't know if anyone else gets it.

Guided Missiles:

No matter how many in a city, when I select one to atack a unit, they all atack together and I can still use them the turn after. They actually don't "suicide" as they should be after an atack. Animations don't show either.

Damage in units is achieved but with all the issues i mentioned before.

Still, a great mod. I wish this could be fixed or i' m the only one getting this?
 
No Worries Seitan you are not the only one getting errors when it gets to stacks. I am having problems with bombers soemtimes they all attack or I can use bombing missions twice the same turn...
 
Well, g.missiles atack all together without even selecting them all. I select one, all atack no matter what. I will try turning off Stacks in DCM and report back.
 
Noted about 'no suicide' in stacks. Thanks
 
Ye gods if you don't like it just turn it off in GlobalDefinesAlt.xml! Isn't it good that he has provided this ability to control the mod?

Dale will probably be well aware of previous suggestions. Let him do his thing would you? He's juggling more than you are aware.

This is only my perception.
Cheers.

ye ye, calm the #$%% down, son. This is not about money or your woman, no need to the blood gushing. Jesus Christ pal, you need to get a more suitable emotional outlet for all the anger you've got built up in there, or one day you will let it loose at god-knows-where.
 
No Worries Seitan you are not the only one getting errors when it gets to stacks. I am having problems with bombers soemtimes they all attack or I can use bombing missions twice the same turn...

Same problem here, plus some weird "counter attacks" by the AI against my own city during my turn when running a bombing mission. I got rid of these problems by disabling Stack Attack.
 
In my current game, I can't progress beyond a certain point, it always crashes when I hit end time. Three AIs are fighting a war, so I guess it has to do with that.

Dale's combat mod has resulted in much random crashes however, and this is the first one which I cannot get pass by reloading.
 
In my current game, I can't progress beyond a certain point, it always crashes when I hit end time. Three AIs are fighting a war, so I guess it has to do with that.

Dale's combat mod has resulted in much random crashes however, and this is the first one which I cannot get pass by reloading.

How many turns into the game?
 
Yeah I have seen them weird counterattacks in my last campaign. I sent 4 bombers to level a city and in response enemy fighters bombed the city which I started from :mischief:
I think it might be connected to opportunity fire maybe?
 
Yeah I have seen them weird counterattacks in my last campaign. I sent 4 bombers to level a city and in response enemy fighters bombed the city which I started from :mischief:
I think it might be connected to opportunity fire maybe?

Believe it or not, that one was also connected to the Stack Attack feature. Disable it to get rid of the problem.
 
No Worries Seitan you are not the only one getting errors when it gets to stacks. I am having problems with bombers soemtimes they all attack or I can use bombing missions twice the same turn...

I've seen this as well.
 
I' m getting an "application crash" in windows vista when the game enters Industrial Era. It seems like msvcp71.dll is causing the problem... :(

Don't know what this is. I was getting an app.crash (again, when entering industrial era) when i imlemented DCM in a mod i'm building but then it seemed like if it was caused by CvGameCoreDLL.dll.

Any ideas?
 
I' m getting an "application crash" in windows vista when the game enters Industrial Era. It seems like msvcp71.dll is causing the problem... :(

Don't know what this is. I was getting an app.crash (again, when entering industrial era) when i imlemented DCM in a mod i'm building but then it seemed like if it was caused by CvGameCoreDLL.dll.

Any ideas?


If you arer using older version then most likely it is connected to the problem with Wolfshanze models - do you play as Germans? There was a problem which was resolved in 2.63 version of his mod ( i think) Check the thread for more info...
 
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