[BtS] Dales Combat Mod!

No, i don't play with Germans. There are Germans in the game however. I' m pretty sure i have the latest version of DCM.

I'm not sure though, why did you make a reference to Wolfshanze models. Please explain that if you will.

msvcp71.dll has something to do with C++ right? Does anybody else have had the same problem once in a game? This looks weird...

UPDATE: Reloaded the game from autosave to see what happens. This time, the game crashed again as Scientific Method was discovered (by me) and i entered the Industrial Era. The crash was due to CvGameCoreDLL.dll. This thing keeps happening. No way to avoid it so far...
 
Seitan:

Upload the save file.
 
No, i don't play with Germans. There are Germans in the game however. I' m pretty sure i have the latest version of DCM.

I'm not sure though, why did you make a reference to Wolfshanze models. Please explain that if you will.

msvcp71.dll has something to do with C++ right? Does anybody else have had the same problem once in a game? This looks weird...

UPDATE: Reloaded the game from autosave to see what happens. This time, the game crashed again as Scientific Method was discovered (by me) and i entered the Industrial Era. The crash was due to CvGameCoreDLL.dll. This thing keeps happening. No way to avoid it so far...
Actually a crash when entering the Industrial era is usually related to a fault in the XML code.

Specifically, one or more units in the Civ4UnitArtStyleTypeInfos.xml more then likely has a bad/wrong command line (possibly typo) pointing to a wrong or incorrect graphic for a "LateAge" unit... the transition from Reinassance to Industrial Age triggers a graphic change of units in-game, and one wrong line in the Civ4UnitArtStyleTypeInfos.xml can make the game unstable and CTD.

I had accidently introduced such an error in an earlier version of my mod and only realized later what the problem was (I narrowed the problem down to four trouble-making units and their XML tags). The problem is easily solved if you can find the trouble-maker(s).

This can and does happen in other mods as well... the problem you describe sounds exactly like the situation I encountered and solved.

In other words... it's probably an XML error in the Civ4UnitArtStyleTypeInfos.xml file.
 
I haven't modified Civ4UnitArtStyleTypeInfos.xml at all. You say a unit i've customly added is causing the problem? Any info on how to locate and fix the specific units causing it, if that's what it is.

Thanks.
 
Hey!

I am going to play multiplayer with your mod, we also want that Global warmimg is off. So i gonna copy the GlobaDefines to mods Assets/XML and then put GLOBAL_WARMING_PROB to 0.

I was just wondering is GlobalDefinesAlt same things as GlobalDefines? Should now work that there are no Global Warming? Or should i copy GLOBAL_WARMING_PROB thing to GlobalDefinesAlt file?

Or you should i copy all text from GlobalDefinesAlt to GlobalDefines?

I hope you understand what i mean. :rolleyes:
 
GlobalDefinesAlt is completely separate. You have nothing to worry about in copying GlobalDefines to the folder. :)
 
BTW, I appear to have fixed all the problems with suicide units and weird air stack battles. It'll be in the next version. :)

I fixed them in RtW, so will back-port the changes. ;)
 
Wow I'm finding cannon opportunity fire quite powerful ... against me.

I lost my capital to Julius, and he parked ten cannons there. Any stack that sat next to it to protect my seige was pasted. By the time to attack they were all nearly dead.

The only solution I can see is a spy to drop the defences and then cavalry waiting two tiles away to take the city. Or seige to drop the defences with some suicide defenders, and then cavalry/gunships to take the city.

On the bright side, DCM really evens out the "the AI sucks at war" problem. Which is a good thing.
 
Wow I'm finding cannon opportunity fire quite powerful ... against me.

I lost my capital to Julius, and he parked ten cannons there. Any stack that sat next to it to protect my seige was pasted. By the time to attack they were all nearly dead.

The only solution I can see is a spy to drop the defences and then cavalry waiting two tiles away to take the city. Or seige to drop the defences with some suicide defenders, and then cavalry/gunships to take the city.

On the bright side, DCM really evens out the "the AI sucks at war" problem. Which is a good thing.

Actually that reminds me I wanted to mention the same thing, maybe you could have a look into that to see if everything is ok.
Twice I have sent 2 stacks close to 20 modern armors against towns where 15-18 cannons were parked and all of the tanks were turned to dust...
I managed to get the towns after all by sending in my airfoce 5x4 jet bombers and soften the defenders but any frontal attacks against them cannons would turn my full stacks of experienced tanks to dust, same goes for leaving them outside of town for AI turn.
 
Actually I just finished a game where six cannons could neutralize a stack of Battleships in the next tile. It seems OP.

OTOH it means you have to rethink your tactics, which is good, but it seems like exploiting apart from being unrealistic.

I might be missing something because I don't usually look closely at the statistics when fighting battles.
 
To those complaining about how you have to "rethink strategies" and "use combined arms", all I can say is welcome to the new Civ4. :D

This was exactly my design, to make combined arms more important. No longer can you just rely on land units to win. Gone are the days of tank SOD's. You MUST have a good mix of land, air and sea units.

Oh wait, just like in real life. ;)
 
Gone are the days of tank SOD's.

A SoD of tanks sounds good because you can sit two tiles away and attack free from the defending seige that would otherwise turn your tanks to dust.

Similar, wait for Battleships because they can sit two tiles away and bombard with no threat from the cannons on shore.

I like to have to re-think strategy and that's the main reason I like DCM, aswell as even-ing out the "AI sucks at war" problem.

I just wonder if siege can do too much damage to neighbouring units.
 
Hey!

So how long should that battlefield smoke thing last? Seems that it stays very long, and its very annying.

I but it off, but there are still some smoke around map, because i had it on when i started playing this map. So any way to get them off the map. I wouldnt like to start new game.
 
I was tested this mod in my mod and multiplayer normally work, only with this options:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Bart Muzzin (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Global Defines -->
<Civ4Defines xmlns="x-schema:CIV4GlobalDefinesSchema.xml">
<Define>
<DefineName>DCM_BATTLE_EFFECTS</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>NUM_GAME_FEATURES</DefineName>
<iDefineIntVal>7</iDefineIntVal>
</Define>
<Define>
<DefineName>NUM_BATTLE_FEATURES</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_AIR_BOMBING</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_CIV_CUSTOMISER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_RANGE_BOMBARD</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_CIV_CHANGER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_CIV_CHANGER_MODE</DefineName>
<iDefineIntVal>2</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_CIV_CHANGER_CHANGES</DefineName>
<iDefineIntVal>2</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_STACK_ATTACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_OPP_FIRE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_ACTIVE_DEFENSE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_ARCHER_BOMBARD</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_FIGHTER_ENGAGE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
</Civ4Defines>

At the begining, I thinked that this "Hot Seat" bug in the python, but after tests, I founded, that this multiplayer bug in one of the SDK codes :(

I hope, Dale knowes how to fix it.
 
I'm playing in multiplayer (LAN) with my brother, non-teamed, using the Beginning mod by Roamty, which uses v3.13 of this mod.

I've had to disable:
* Stack Attack (this crashed for me in single player as soon as a unit was killed as part of a stack)
* Civ Customizer (this brought up menus repeatedly and wouldn't go away)
* AIAutoPlay (the game went out of sync as soon as the AI took over a player civ)

I left Civ Changer on and Rebellion on. There's a slight problem with the Rebellion mod that if something happens to one of the players and a pop-up appears, all the players see it. My brother's civ had some cities rebelling, and it asked both me and him what to do, even though I'm on another continent and haven't met him in-game yet.
 
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