[BtS] Dales Combat Mod!

Is that with the latest version? 1.6?
 
Hi Dale,

Thanks for the fast reply! Yes, its with the latest version (1.6). I've tried "reinstalling" the mod twice (IE delete and recopy). I made sure to upgrade when i saw that the meeting new civ crash was fixed up.

Also, LOVED road to war.
 
Sorry quick Idiot question for Dale or anyone else who could possibly answer?

does/could Dale's Mod work with Better AI?

Thanks
 
Sorry quick Idiot question for Dale or anyone else who could possibly answer?

does/could Dale's Mod work with Better AI?

Thanks

Yes, but you need to merge and recompile it yourself, until and unless someone comes along and does it for you... :)
 
Hi Dale,

Thanks for the fast reply! Yes, its with the latest version (1.6). I've tried "reinstalling" the mod twice (IE delete and recopy). I made sure to upgrade when i saw that the meeting new civ crash was fixed up.

Also, LOVED road to war.

Bugger, I've been able to recreate it. :(

I'll work on a fix for this.
 
great mod dale, but i have a big issue:

when i load my saved game i dont have any UI... when its done loading i get a blank tech tree screen, i then press exit, and there is no sliders no UI no anything at all aside from the view of the land.

if i load from the in game menu then it shows UI but theres no buttons and if i go into city view i cant see anything except the tile layout.

edit: i just checked and when i am able to get the sliders and all that other stuff except control buttons, there is still nothing in the tech tree.
 
See my post above yours. :)
 
No advice about me not being able to use pre-made maps with Dales Mod? Or am I just spazz?

I like Dale's Mod for the ranged bombardment.....it actually makes navies useful. Now if only somebody could tell me how Carriers can be changed to carry bombers as well instead of fighters.
 
Dale, I think I remember a thread discussing a trait bug that you were working on in the civ custimiser. Did you get that fixed?
 
My question is about the combined units attacks..does it make ur units stronger if they attack in groups? Like say I had 5 muskets and 2 macemen attack in a group..would this be stronger then letting them attack seperatly? or does it just make the fights look cooler?
 
Its all about how you design your stacks. Your units aren't stronger, but stacks gain the ability of combined arms. So your siege units will barrage the enemy, air units will strafe and archers will rain arrows on the enemy before hand to hand begins.

That's the real benefit. If you have a stack of swords, they gain zero from stack attack in DCM. But if you added archers and cats to the stack of swords, then they gain a LOT.

This concept also means fighters on a carrier will now scramble to strafe the enemy when the fleet is attacked. Something that has been sorely missing from Civ4 till this mod.
 
Okay I've fixed the issue. It was related to Civ Customiser. So I've removed it completely. The traits bug was never really eliminated, so for the sake of the whole mod, dump the crap. Thus, Civ Customiser is no longer in DCM.

But it works. :)

I'll upload tomorrow.
 
DCM v1.7 released!

Fixes the tech screen on load bug.
 
Thus, Civ Customiser is no longer in DCM.

Yeah fair enough Dale. Personally I consider your mod as a most excellent and original approach to the problems of improving battle in civ (this requires good and clear thinking for it is a challenging problem). All of the extra stuff on this mod is overhead to me but understand that it is not so for others.

EDIT:
I was almost in tears with the brilliance of Stack Attack now! You've almost totally fixed it with that find in the code regarding plots. Cool stuff!!

However one bug still remains. Occasionally the player will loose control of the user interface as per the old days of stack attack. However if you save and reload right after the interface is lost, the game resumes perfectly. I have a save of the situation but it is random and I have been testing DCM only within the context of RevolutionDCM below.

Cheers and thanks mate!!!!
 
Okay I've fixed the issue. It was related to Civ Customiser. So I've removed it completely. The traits bug was never really eliminated, so for the sake of the whole mod, dump the crap. Thus, Civ Customiser is no longer in DCM.

Rather than loose the customizer capability, I think we could have just disabled it in the configuration file, until you find the problem and resolved it. Please don't give up on this feature. :please: Like all of your hard work, it is greatly appreciated.

Perhaps you can come out with an improved customizer that uses check boxes, like the one you added for espionage. IMO, that method is the way to go.

Very Respectfully,

Orion Veteran :cool:
 
Unfortunately, disabling didn't fix the problem (I always use DCM with customiser disabled, I hate the component lol). It was how the customiser grabs the techs was stuffing up the game engine's TechChooser.

Also, the traits bug was never really elliminated, and if anything customiser was a severe dis-stabaliser, and for obvious reason, completely unusable in MP. So better just to cut the dead wood. :)

Besides, for the sake of airbombing and stack attack (which give Civ4 combat multiple new levels) better to lose the weakest link than to bring down this entire awesome mod. :)
 
Dale, maybe you missed my post, but I have a code fix for the customiser that (at least when I used it) seemed to fix it. You may have already done it but like I said it seems to work for me. Let me know if you want it (I have to upload it to my site, I think its to big for CFC).
 
Back
Top Bottom