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[BtS SDK] Ultimate Ranged Combat Mod

Discussion in 'Civ4 - Mod Components' started by Fanatic Demon, Sep 10, 2007.

  1. Fanatic Demon

    Fanatic Demon Student in Wizardry

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    Ever got annoyed that stealth units like submarine get discovered far too easy? In the vanilla Civ4, a destroyer can see submarines at a distance of 2, which is much too far in my opinion.

    Because range in a very important aspect of my Mod, I have added 2 new XML elements called <iVisibilityRange> and <iSeeInvisibilityRange>

    These new XML elements allows customizing the unit to see non invisible units and stealth units at different ranges. This also allows to give the more modern ships much longe visiblity range
     
  2. jade8880

    jade8880 Chieftain

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    I just wonder how you can makw AI understand this, otherwise human player will have a huge advantage. Will you change AI code accordingly?
     
  3. Fanatic Demon

    Fanatic Demon Student in Wizardry

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    Well yes, basically what I do is check if the odds of attacking directly are high enough to justify a direct attack. If not, it will check if they can attack by range with a minimum percentage damage potential, if not sufficient, it will repeat the cycle with a higher risk tolerance and damage requirement or it will do other stuff depending on it current situation and mission
     
  4. FK2006

    FK2006 Warlord

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    hello i tried it cause it's great changes but still some crashes and errors (horsemen damage their own armies)
     
  5. rockinroger

    rockinroger WoC Team Member

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    @Fanatic Demon, love your ideas and concepts. IMHO any civ4 mod without ranged combat is unrealistic. We have used DCM but this seems like dcm on steroids. The options are endless once everything gets to working. Ill keep watching and if you need help let me know.
     
  6. Fanatic Demon

    Fanatic Demon Student in Wizardry

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  7. asioasioasio

    asioasioasio Fallout Scrubber

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    Wow I'm really ipressed with new possibilities :) A must have in 1939 :)
     
  8. marx&engles

    marx&engles God

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    Any idea on a release date? Can't wait for the full version!
     
  9. Fanatic Demon

    Fanatic Demon Student in Wizardry

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    Well, I will soon release a beta version for Bts 3.13 which includes improved graphics and terrain bombardment. In short it will then be able everything to support all functionality Dale Bombardment Mod offers and more.
     
  10. mice

    mice Moose

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    Really looking forward to that release. Thanks Fd .
     
  11. V. Soma

    V. Soma long time civ fan

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    me too: looking forward, FD :) and don't forget WoC :)
     
  12. Teargiver

    Teargiver Chieftain

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  13. Fanatic Demon

    Fanatic Demon Student in Wizardry

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    The o.1 version only works with the 3.03 version. The next version will work with 3.13
     
  14. OrionVeteran

    OrionVeteran Deity

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    Fanatic Demon,

    Your comment above was made last month, 18 October to be exact. A lot of us are just drooling over the prospect of your next beta release. :drool: Do you think you can turn out the BTS 3.13 beta release before we roll into the Thanksgiving travel week? :dunno:

    Very Respectfully,

    Orion Veteran :cool:
     
  15. CyberChrist

    CyberChrist You caught my attention

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    Are you going to include some updates/options for promotions supporting the various new aspects of your ranged combat model also?
     
  16. RPG

    RPG King

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    So when is the ETA for the next version of this mod? It sounds really good!!
     
  17. NP300

    NP300 Prince

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    I totally agree. It is very annoying indeed. It would be great to combine it with the graded invisibility mod, but I suppose that will depend on primem0ver?

    Another thing that annoys me is how aircraft cannot sink ships. Well, you can mod them to sink ships, but then planes can also kill ground units, which is not good. I don't know how difficult it would be to mod in separate lethal sea and ground bombard, as in CivIII. But this mod seems to allow aircraft to sink ships if they have a bombard damage limit over 70%:

    http://forums.civfanatics.com/showthread.php?t=239144

    I think some of the above ideas from the Air Forces module might be worth incorporating in the ranged combat mod.
     
  18. NP300

    NP300 Prince

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    Questions:

    1) Does the mod make it possible for units to be killed through ranged combat?

    2) It appears that units can also defend themselves at range. Does this mean that if an artillery unit fires on such a unit, that the unit will shoot back at the artillery? Does this mean that units cannot fire at range with impunity and can suffer damage? If so, can the ranged attacker be killed during the attack he initiated? Example: Artillery shoots at tank; tank shoots back at range and artillery dies.

    3) What determines how many ranged attacks/defenses a unit gets?
     
  19. PimpyMicPimp

    PimpyMicPimp Regrets His Username.

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    This mod makes me excited, but I can't open the sneak peak file :(

    Apparntly I don't have the right program. I'm a sad, confused Panda.
     
  20. NP300

    NP300 Prince

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    You need Winrar:

    http://www.rarlab.com/

    7zip has unpack-only support:

    http://www.7-zip.org/
     

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