von Krysiak
Chieftain
I totally agree, a teaser would be in order, otherwise we might lose our minds over it 

Hi Dale, I had some thoughts about naval combat and interceptions in my thread in the main C&C forum. Basically, what I was thinking was that you'd extend the pillage intercept command to intercept any enemy ship that enters your borders. This would solve the "sneaky transports moving past your 10 battleships and landing huge stacks on your homeland" syndrome, making naval power more important.
I have no idea if this is appealing to you, but since you're the main 'combat engineer' hereI thought I'd at least throw it your way.
Not to turn this into a naval combat thread, but perhaps it would be better if the interception was not dependent on entering civ borders, but was just effective over a certain radius (regardless of borders)? And this would scream for stack combat....
That's basically what I was thinking, though in a different sense. The naval unit's range would be the radius you mentioned, but it would only be effective over your cultural borders.![]()
Although your idea does intrigue me very much... Might even be better.![]()
then the first alpha of Age of Discovery II.
why dont die Atomicbomber after Nuke
this bomber can nuke per one tern
i think it is unbalance
I would like to see a bombing mission that could eleminate population, different bombers would have different chances of eleminating 1 population point. The chances shouldnt be higher then lets say 20-30% at most, so that its not overpowered.
2nd thing i find missing is a chance modifier that when enemy attacks and destroys my units on a plot with a fort, and his unit enters the plot, the fort might get destroyed. It would symbolize the fort being destryed due to fighting and the defenders abilty to blow up the fort so that it wont get in to enemies hands.
Actually, I love the idea about population bombing.
Dare I hope that the next mod might have something to do with naval combat...? Like a 'patrol' order that permits ships to intercept incoming landing craft within a certain range???
Big thanks for the high quality of your mod Dale. You're coding and commenting are first rate. Stack attacks and battle effects are cool indeed. Some of your more "active" turn based concepts with regard to battle like pre-emptive strikes are sure to make it into Civ 5?! Look forward to the next version of this great mod.
Hi Dale
I feel obliged to tell you that I've included your mod into another modpack. I hope it's alright with you!
It seems to work pretty nicely for us when we play.
Cool!!! I was succesfully added your mod into my!
All works!
And I translated your mod into russian
Dale,
I don't know if this is intentional, but when I use the Building Bombing Mission and Factory Bombing Mission I get +1 Experience each time whether the mission succeeds or fails.
Also, are archery and ranged bombardment available stand alone? If not how difficult is it to pull them out of DCM. I ask because In my attempts to merge DCM into VDRN I have used the Bombing Mission stand alone and CASA stand alone.
Question: Have you integrated Bhruic's .dll changes to your .dll?
How long Dale? Because that sounds really promising.
Maybe you can tease us and tell us what you're planning? I wanna know the new stuff "never seen before in Civ."
Question: Does naval units can bombard land units in your mod (like an artillery free shot)? If not, I would love to see that. That would make amphibious much more fun and navy a bit more usefull.
Hi Dale, I had some thoughts about naval combat and interceptions in my thread in the main C&C forum. Basically, what I was thinking was that you'd extend the pillage intercept command to intercept any enemy ship that enters your borders. This would solve the "sneaky transports moving past your 10 battleships and landing huge stacks on your homeland" syndrome, making naval power more important.
I have no idea if this is appealing to you, but since you're the main 'combat engineer' here I thought I'd at least throw it your way.
Not to turn this into a naval combat thread, but perhaps it would be better if the interception was not dependent on entering civ borders, but was just effective over a certain radius (regardless of borders)? And this would scream for stack combat....
Dale, I've incorporated your mod into my own project. Thanks. Awesome work here. I did run into an odd thing though.
The target city contains one flak unit, and various fighters and bombers (nothing else -- no ships, no other ground units, etc). This is turn #1 -- the enemy CIV has not yet set its fighters to intercept, so presumably all the enemy air units are on the ground, pilots sunbathing, playing cards, or drinking schnapps.
When I Air Strike this city, I get a message that some of the enemy aircraft (fighters and bombers) have hit my own city -- during my turn -- given that my own ack-ack got damaged and/or damaged the enemy aircraft as well.
Does this have anything to do with opportunity shots of some kind?
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EDIT
I've narrowed the problem to the stack attack feature. I've disabled this option and none of the weird shenanigans happen. I wasn't using stacks, just individual units. No idea what was going on.
I need to increase the rate at which buildings (and production buildings) get hit when using the corresponding air bomb missions. Unfortunately, I know nothing of python or SDK. Can someone (Dale?) help me locate the coding I need to modify to get what I want? Thanks!
When i try to start a new game whatever the type of map it crashes back to the desktop once it finishes loading. Never had an opportunity to try this mod yet, really want to!! any advice would be appreciated!
why dont die Atomicbomber after Nuke
this bomber can nuke per one tern
i think it is unbalance
Doesnt anybody have any thoughts bout these ideas ?
One more thing, my bombers cant seem to destroy railroad improvement, there are many examples of bombers destroying countrys infrastructure (roads, bridges, railroads) please fix this Dale..
cheers
See my comments above about the chance to hit a building. As for population, if you hit a building in a city, it's one of four things: civil, commercial, industrial or population. This is totally represented in DCM. If a city has 100 buildings, if you hit a building it's going to be one of the four things. So if the city has no civil or production buildings (in Civ4 terms) then obviously the bomb has to hit something, a house. Therefore the chances to hit a building which houses population is higher in a city with less buildings. See my logic?Population reduction already happens as the result of bombing buildings. The way Dale's present mechanics work, it's a heck of a lot easier to reduce a pop 20 city to a pop of 1 than destroying all of its buildings. That's unfortunate. I wish there were some kind of parallel between the number of buildings destroyed and the reduction of population -- for example, if a city has 20 buildings and one gets bombed, population ought to drop 5%, 2 buildings 10%, etc. It's a bit mechanical, but it would make sure that the population reflects the amount of destruction. Once a city reaches 1 and it loses yet another pop, this city should be destroyed. Look at pictures of German cities at the end of WWII, you'll understand what I mean. The current rate at which common buildings get destroyed I think is too low, even in an undefended city. Right now there's no way to turn a city into rubble just by trying to bomb out its buildings.
You specify which building bombing mission affects each building by using the new XML tag I provided for in Civ4BuildingInfos.xml.Bombing production buildings is interesting. I'm assuming odds of hitting one of these buildings are even lower than just trying to destroy any random building. How are buildings identified in the current mechanics as being related to production?? Just curious.
I had no problems attacking ships in port. They get sunk pretty easily in fact -- lots easier than trying to knock down buildings.
Fighter engagement works OK. There is no difference trying to engage an enemy fighter assigned to intercept (thus combat-ready) vs. trying to engage any other enemy aircraft unassigned at the time (just completed a mission or is being repaired). That's too bad. There ought to be a penalty for aircraft caught on the ground (as opposed to those on an intercept mission). I'm not sure that a penalty could easily be implemented because of the way CIV4 conducts air combat. I tried giving various bonuses to one type of aircraft vs another. I couldn't see any difference either way, unfortunately.
Anything in the works regarding that last paragraph??
Hi, Dale.
I put you Ranged Bombardment into my mod and it is working.Cool stuff.
![]()
But there are a lots of little bugs. Where to start...?![]()
The damage:
- is much to small. I hit a fresh modern armor with 40and after a successful hit he still had 39,6
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- the damage is also not right displayed. Although I've done 1% damagethe message says 0%. And you get most of the time 0%.
The context:
- there is no message in the contextmenu for range bombardment (only in the game interface)
- there is no hint to range bombardment in the civiliopedia too![]()
- even the context in the gameinterface should be improved because it is different from the BTS standard. Following the standard it should be like this:
........range: 2
- range bombardment:
........accuracy: 85%
at the moment it looks like this:
range bombardment: 2
accuracy: 85
So, where can I increase the damage, Dale?
Do you mean in pedia? It is in the pedia under DCM Concepts.