Ekmek
on steam: ekmek_e
I am actually working on that right now; I wanted to get it done before I put it up![]()
oh man. cant wait!
I am actually working on that right now; I wanted to get it done before I put it up![]()
oh man. cant wait!
I wasn't able to reproduce the effect :\ I passed the first raid, failed the second; but I didn't lose. What do you mean when you say that you got damage? Was it the automatic damage, or getting attacked by a unit?
If you took random damage, then you have the wrong DLL version. If you took damage from an attacking unit, then you do have the right version. I will look at those suggestions, though.
I used ++i because it's very minutely faster than i++, because ++i returns the value first, and i++ returns the original value then increments. In this situation, it doesn't matter which one you use....
Notice the "++" in your code. I'm not programmer, but something tells me you have the symbol placed backwards. Instead of "++iI" or "++i", it should be "iI++" and "i++". Just looking at the code, there is no other instance of "++" anywhere before the variable that's similar to this particular function... Pretty sure, anyways. I mean, the tutorial has it backwards, anyhow.
Still learning, so be nice!
BTW, where the hell are the other ppl? Am I the only showing interest in this mod comp??? If anybody else reads this, you should really tell your friends about it, cuz this HAS to be the best damn single modded unit I've seen. Maybe it doesn't have a fancy new skin or animations, but damn, look at what else has been put into it?
I like this.1. Sink Ship: Can set cause damage and set Moves to 0 until repaired to full strength.
This one will take a little ironing out. First, it'd have to be only against a civ that you are at war with. In that circumstance; if the unit is already in range, and you are already at war with them; the SpecOps unit is basically eliminating the need for Recon before attacking a tile.2. Airstrike: Call in an airstrike (Ideally, this would give one Air Unit, to include Missiles and Nukes AND Helicopters, within range one extra Move just for him to IMMEDIATELY execute; damage may be increased to reflect the target being lasered in on)*
I'll look into this one.Also, you should enable the old "Steal Plans." Yes, Spec Ops units can steal enemy plans on troop movements. I would modify it to only reveal the one tile each enemy unit is on.
I plan to raising the hammers required to reflect the +50% you get from the Mil AcademyBecause you can do so much with this unit, this really needs to be expensive (I set mine to like 250). Definitely lower the National Limit to static 3, IMHO, regardless of map size.
:Update:
The Train Guerrilla mission is almost done, but I'm having difficulty regulating how often it can be used.
This one will take a little ironing out. First, it'd have to be only against a civ that you are at war with. In that circumstance; if the unit is already in range, and you are already at war with them; the SpecOps unit is basically eliminating the need for Recon before attacking a tile.
What I meant was that, in the abstract the possibility for that mission already exists as a pseudomission. I may, rather than making it a mission that directly damages the target, make it a mission that increases the airstrike damage the unit takes; and not make it count as an offensive strike.
Guerrilla Mission is in, along with a pre-nerf. MP might be annoying at first; but it is mostly there to keep the unit from becoming overpowered.
Assert Failed
File: c:\program files\firaxis games\sid meier's civilization 4\beyond the sword\mods\special warfare\sdk\special warfare\source\cvglobals.cpp
Line: 1752
Expression: eImprovementNum > -1
Message:
The MP button should have help text when you are both:
A: In a city that you control
B: Do not have maximum MP
If you meet both conditions, help text and a gold cost appear. All missions should have (keyword "should"; apparently it doesn't always happen @_@) a MP cost at the end of their tooltip if they require MP.
It should read
MP: <COST> (<Current>/<Maximum>) for things like Raid or Train Guerrillas.
The "Mission Points" button should either read:
###g
MP: ##/##
<HelpText>
or simply
MP: ##
I just want to make sure I'm installing this darn thing correctly. It says this in your first post here:
Download - (.rar)
The DLL and source come separately from the rest of the package. The Unit is still usable, but in order to get some of the better features (I.E. Capture a city with the Special Forces unit) you will need to download the SDK separately.)
What does that mean? I just move the entire "Special Warfare" folder into Mods. I guess what I'm asking is where do I put your "SDK" folder in relation to the actual mod... and where does your dll actually go? Do I just leave them where they are? If so, then I'm doing it right...
UPDATE:
As soon as I started a game and clicked on the unit, it froze the graphics. I heard sound though still, and then I hit my Windows key. That text popped up. Obviously, something is wrong. Not sure it is, but it's obviously in that C++ file. Will try reinstalling my game...