[BtS] Dales Combat Mod!

Okay, here is a ZIP-file with all bombers you asked for. Also included the normal bomber und Dales version with animations.

If there are any problems just post here. You will still have to play around with the scales, shadows and formations. But all bombers should be animated right. But be carefull - they use all different animations! :smoke:

The download is limited for 1 year and the zip was made with 7zip.

Good nuke - sorry, good night.
 
I was tested new beta DLL... Saves in multiplayer "Hot seat", in my mod, not loaded :(

Dale, if I will upload my mod and give to you link of the test version of my mod, can you fix this errors? I think, it is DLL bug :( And I dont know how to fix it...

Saves are not loaded.
 
hello folks, and dale,

i need your help!
i just noticed that for some reason, when i bomb somthing with aircrafts (everyunit), that attack run animation wont show at all, just gives the messge of the precent of damage made and finishes.

i discovered that if i turn off stack attack, the animation returns,

i have merged the mod woth my overlord 2 modpack, and im a skiled merger
it didnt happen with any of the other versions, and i started from scratch two times to make sure i merge currectley the sdk,
maybe im missing some xml? i dont know,
once i cancel stackattack, it works.
i dont know why is it happning,

anyone might have a suggestion?
dale?
 
I found these items need completing before a v1.4 release (based on the DLL on the previous page):
- archer bombard feedback

Yeah wouldn't play civ without this mod. Thanks Dale.

I think there could be a bug in archer bombardment version 1.3 and am wondering whether the behaviour might have been addressed in version 1.4 pre-release.

My archer in the hill bombarded two enemy units down in the valley and killed both of them. There was no report of the second casualty in the combat log. Meanwhile a chariot in the city next to the two enemy units suddenly became capable of blitz attacks (capable of two consequtive attacks).

Turned off archer bombardment and returned back to the same scenario to find that now the archer could only kill one of the two enemy units, and the chariot no longer had blitz capability.

There is a chance that this "behaviour" may not be because of DCM code. It may be due to an error in merging DCM in the mod I am playing, "RevolutionDCM". However probability of that seems unlikely. However it probably "spoils" any genuine attempt to hunt this bug which is why I haven't mentioned it before.

I can provide a save file with a little bit of back tracking, if interested.

Cheers, and thanks again.
 
Hi Dale, fabulous mod :hatsoff: I just wanted to drop by and say that [part of] your mod will be in the next release of [BtS] American Civil War, I'll be sure to give you credit once it is updated online, its already working on my test version.

Thanks

Shiggs
 
Found a possible bug.

Whenever I select and use one aircraft for a unit bombing mission (I did not check with the other mission types) all aircraft present in the City or Aircraft Carrier will automaticaly do the same mission.
At least I think they do. Their movement points go to zero.

The aircraft are not grouped and Stack Attack is turned off.
 
Bugs:

1. If an air unit uses Active Defense, the animation will attack the pointer--in the city and not the unit! Funny animation though to see my Jet Fighter bomb the city it's supposed to protect!
2. Selecting the Fighter Engagement mission results in the explosion occurring in the air in between the two units involved in the attack, rather than at the site of the attack (for, example, a city)--sometimes bombing the city of the attacking Jet Fighter!

Somehow, I think these bugs were also in The Road to War? Would I be correct? Tell me if I'm posting bugs you already know about and don't intend to fix.

I had mucho fun playing with mod--especially with the addition of my AC-130 Spectre Gunship. It was much easier to take down enemy craft to gain so I could send in my Stealth Bombers. And then I sent in my AC-130 to finish up the job (I enabled the unit with complete kill power). All this with just air. However, I see one missing link in the missions, and I hope you have given thought to these missions:

Bomber Missions:
1. Fighter Airbomb - Destroy the enemy's air while they are still on the ground! Remember Pearl Harbor! Available only to the Bomber and Stealth Bomber, this will not engage units in Intercept Mode.
2. Terror Bomb - Like the fire bombing in Tokyo during WWII, this is intended to kill civilians and simply cause widespread panic as well as damage. Causes unhappiness in the targeted city.
 
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.

Wow, that's actually kinda funny. Somehow, I think the cannons should lose... Now if they were arty, you'd definitely be DUST!

The solution is add some XML so that Cannons suck at fighting Tanks. Just make it against UNIT_ARMOR. The target of opportunity feature demands this change for the above reason! No cannon could seriously take on a tank. You'd maybe lose one or two if there were a shitload, but we're talking vast difference in rates of fire, accuracy, etc. And don't forget tanks are equipped with machine guns, too. A tank round hurts much more than a cannon ball or any exploding canister or shrapnel, too.
 
Found a possible bug.

Whenever I select and use one aircraft for a unit bombing mission (I did not check with the other mission types) all aircraft present in the City or Aircraft Carrier will automaticaly do the same mission.
At least I think they do. Their movement points go to zero.

The aircraft are not grouped and Stack Attack is turned off.

Yea it does the same thing for me. Confirmed.
 
Dear Dale,

Great mod, I really missed the ranged bombardment and bomber actions in cIV. It's a pity my computer doesn't like the battlefield effects (but my computer dislikes the movies, animations, and normal+ maps too, so you can't be blamed :-)). I have a question and a petition

- was it a conscious decision to not allow artillery/gunboats to attack buildings and population? I think there are numerous examples of cities being ravaged by artillery and gunboat fire (berlin by the red army, peking by the brits to get concessions)
- we've been discussing razing in another thread for a bit, and a number of people (including me) think that instant, immediate razing should be replaced by a form of 'population pillaging': unit action, kill a point of (foreign culture) population, risk of partizans, city gets +1 turn revolt, extra war weariness and diplo penalty. Maybe 'building pillaging' like bombers do would also be a good addition. Do you like this idea? Could something like this be (easily) implemented?
 
Okay, here is a ZIP-file with all bombers you asked for. Also included the normal bomber und Dales version with animations.

If there are any problems just post here. You will still have to play around with the scales, shadows and formations. But all bombers should be animated right. But be carefull - they use all different animations! :smoke:

The download is limited for 1 year and the zip was made with 7zip.

Good nuke - sorry, good night.

Cool thanks, will check out. :)
 
Tell me, is it possible for you to do an SDK modcomp that would let aircraft sink ships in open sea as well as in port, but without having to set the XML aircombatlimit tag to 100 (which would kill land units as well)?
 
Yeah wouldn't play civ without this mod. Thanks Dale.

I think there could be a bug in archer bombardment version 1.3 and am wondering whether the behaviour might have been addressed in version 1.4 pre-release.

My archer in the hill bombarded two enemy units down in the valley and killed both of them. There was no report of the second casualty in the combat log. Meanwhile a chariot in the city next to the two enemy units suddenly became capable of blitz attacks (capable of two consequtive attacks).

Turned off archer bombardment and returned back to the same scenario to find that now the archer could only kill one of the two enemy units, and the chariot no longer had blitz capability.

There is a chance that this "behaviour" may not be because of DCM code. It may be due to an error in merging DCM in the mod I am playing, "RevolutionDCM". However probability of that seems unlikely. However it probably "spoils" any genuine attempt to hunt this bug which is why I haven't mentioned it before.

I can provide a save file with a little bit of back tracking, if interested.

Cheers, and thanks again.

Pretty certain that archer bug is/will be fixed in 1.4. :)
 
hello folks, and dale,

i need your help!
i just noticed that for some reason, when i bomb somthing with aircrafts (everyunit), that attack run animation wont show at all, just gives the messge of the precent of damage made and finishes.

i discovered that if i turn off stack attack, the animation returns,

i have merged the mod woth my overlord 2 modpack, and im a skiled merger
it didnt happen with any of the other versions, and i started from scratch two times to make sure i merge currectley the sdk,
maybe im missing some xml? i dont know,
once i cancel stackattack, it works.
i dont know why is it happning,

anyone might have a suggestion?
dale?

Hey Keldath. Animations run correctly in the version I'm working on, so either I fixed it in pre-v1.4 or I fixed it recently. :) Either way, the next version has it fixed.
 
Hi Dale!

How's 1.4 coming along? (meaning, where are you going to release some source for it?) ;)

Thanks!

Well, should be able to get a 1.4 out which fixes bugs soon, but the mod with naval stuff in will be much later. :)
 
Tell me, is it possible for you to do an SDK modcomp that would let aircraft sink ships in open sea as well as in port, but without having to set the XML aircombatlimit tag to 100 (which would kill land units as well)?

You could use the port airbomb mission and modify it so it doesn't check for a city in the plot, only sea units. :)
 
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