[BtS] Dales Combat Mod!

How can I find the changes? I still want to change it in my mod too? :mischief:

Well aside from the obvious project and buildings changes, and the new artwork for the MHP, there's a new XML tag for the building DCMNukesOkay which needs a couple of SDK edits.
 
Question, if I was to take another mod's units, would that require any Python changes, or just an XML change? I may try to work on that if I have time, and someone else doesn't do it first.

Only need to check the XML tags.
 
Dale, ny eta when ctd will be resolved?

Seeing how you have much experience with sdk, is it possible to add the following functionality:

I would like the ability to sell units to other civs in the later game. I no ppl have implemented mercenary mods (much credit to them), such as in Rhyes and Fall of Civilization, but I really don't like this approach, as it is not very realistic. Could a developer using the existing events framework, create player/AI triggered event, via a button that would offer to all Civs (with at least decent standing toward the offering Civ) a certain type of unit (which is build-able by the player) , in a predetermined quantity, for a pre-determined amount of gold. (Definable in units_xml file.) Where the offering civ would then select what civ to make the agreement with. The offering Civ would have 20+- turns to fulfill the deal. (IE build that unit type.. it would automatically appear in the "buying" Civ's capitol.

Is it feasible?

Thanks
CivFanCCS
 
Big thanks to you oh great Dale, for releasing 1.5. So far heaps of fun and I do perceive some improvements. Stack attacks seem more stable too if not perfect. You are the one! I have merged it into RevolutionDCM if anyone wants to enjoy Jdog and Dom Pedro's great work as well.
Cheers mate!
 
Now...to disable those pop-ups in the beginning, I have to go to the ini file, right? I'm not a fan of civ customization (at least not yet).

I started a game with this mod on contenents...holy #$%^! I have like 12 civs on my continent and another 6 on the eastern continent! There's war everywhere, lol! What a blast!!!
 
Now...to disable those pop-ups in the beginning, I have to go to the ini file, right? I'm not a fan of civ customization (at least not yet).

I started a game with this mod on contenents...holy #$%^! I have like 12 civs on my continent and another 6 on the eastern continent! There's war everywhere, lol! What a blast!!!

Hehehe...... I probably shoulda mentioned I upped the number of Civs to 36, and re-did the World infos to accomodate many more Civs (ie: Huge = 30 Civs). ;)

To disable the Customiser popups, just open GlobalDefinesAlt.xml and change the relevant entry to 0 (zero).
 
Dale,
Thanks for all the work you put into this great project. I plan on getting back to a mod I was working on, and you’re combat mod will be a main part of it.
 
Hi Dale,

I play tested early combat in the latest version last night and this is what I discovered:

1. Battle solutions sometimes freeze up the screen to the point where all I could do is save and restart the game. This is an old bug that still exists. :help:

2. During a major attacks on different cities, using multiple units, battle solutions crashed the game – three different times! :gripe:

3. I like being able to choose the many different options at the start of the game. :) However, instead of popup screens, how about adding the options to the Civ4 Custom Game Screen settings and options lists?

4. Civ4 with this mod installed is so addictive. I just love it. :goodjob:

Very Respectfully,

Orion Veteran :cool:
 
Hi Dale,

I play tested early combat in the latest version last night and this is what I discovered:

1. Battle solutions sometimes freeze up the screen to the point where all I could do is save and restart the game. This is an old bug that still exists. :help:

2. During a major attacks on different cities, using multiple units, battle solutions crashed the game – three different times! :gripe:

3. I like being able to choose the many different options at the start of the game. :) However, instead of popup screens, how about adding the options to the Civ4 Custom Game Screen settings and options lists?

4. Civ4 with this mod installed is so addictive. I just love it. :goodjob:

Very Respectfully,

Orion Veteran :cool:

When you are talking about "battle solutions", you mean Stack Attack?
 
Hi Dale,

I play tested early combat in the latest version last night and this is what I discovered:

1. Battle solutions sometimes freeze up the screen to the point where all I could do is save and restart the game. This is an old bug that still exists. :help:

Nothing I can do with the rest of the slowdown. This is an animation thing. Though you must have a low-end PC as nearly everyone else only has to wait a few seconds. ;)

2. During a major attacks on different cities, using multiple units, battle solutions crashed the game – three different times! :gripe:

Where are the saves? Nothing I can without saves.

3. I like being able to choose the many different options at the start of the game. :) However, instead of popup screens, how about adding the options to the Civ4 Custom Game Screen settings and options lists?

Not the way I do. The civ/leader needs to be there first before customiser can modify it.

4. Civ4 with this mod installed is so addictive. I just love it. :goodjob:

Thanks. :)
 
Hi Dale, i use your mod with another one but I have an error message when i load mod kind:
Tag: TECH_BIOLOGICAL_WARFARE in Info class was incorrect Current XML file is: xml\Units/CIV4PromotionsInfos.xml.


I can't update another mod with this one?
 
dasvidania the other mod will have to be merged with DCM. There is no other way. It's not a case of just copy the files into DCM or vice-versa.
 
Dear Dale,

may I ask you for a mini-mod? I tried to make the MHP a team or national project but failed. I don't like the idea that if you loose a special city you loose the ability to build nukes. That's the reason why I don't want it to be a national wonder.

Can you design a mini-mod that makes the MHP a national project that only allows a civ that build it to construct nukes? Why did you make it a national wonder and not a project?

Thomas
 
Dear Dale,

may I ask you for a mini-mod? I tried to make the MHP a team or national project but failed. I don't like the idea that if you loose a special city you loose the ability to build nukes. That's the reason why I don't want it to be a national wonder.

Can you design a mini-mod that makes the MHP a national project that only allows a civ that build it to construct nukes? Why did you make it a national wonder and not a project?

Thomas

Because the MHP relies on certain infrastructure to exist (accellerators, laboratories, chain reactors, heavy water plants, etc). So instead of filling the build queue with heaps of buildings it is simulated through one building, as the loss of one of the required infrastructure buildings renders a nuclear program halted.

Thus, a national wonder which is essentially a building, as opposed to a project which has no tangible location.

It also provides greater strategic depth as it allows someone to "target your enemies nuclear program".

PS: You may notice in RtW the nuclear program is simulated by laboratories, chain reactors and MHP. A civ requires all three buildings to exist in cities to be able to build nuclear weapons (among other requirements).
 
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