ChazMod

Chazcon

Prince
Joined
Feb 16, 2006
Messages
476
Location
Left Coast
Link to modpack

Link to source


ChazMod v2.0 ALPHA 5

VERSION


* FOR WARLORDS ONLY * patched to version 2.13

NOTE

This is an ALPHA version, bugs are likely and expected. I wanted to get this out for testing. Please post any bugs or comments, thank you!

KNOWN ISSUES

AI Barbarian bombard no damage plus funky defensive formation (TEST)
AI collateralCombat no workey (TEST)
Air transport switches to cargo unit on move (except over water)
Airsup sank an aircraft carrier! (check to see if Fighters are Cargo)
Civilopedia unit screen background missing for DOMAIN_ALL
Crash on attacking Skirmisher in City. (replace Skirmisher unit in World Builder)
Crash when Fighter on AirSup is destroyed by Aircraft Carrier (intercepted)
Idle noise, some units (terrain/feature sounds interfering?) (AAA)
SAM crash
SRBM animation delay
Target is killed on naval Bombard (ranged fire)

CREDITS

Credits included in the readme file


FEATURES

CATEGORY: SEA

Feature: Damaged Subs Surface
Description: Submarines become visible if they accumulate 50% damage or greater.
Comments: More realistic, depth charge a sub until it's forced to surface.
Code Tag: // Chazcon - Damaged Subs Surface

Feature: Naval Stacking
Description: Ships cannot enter a tile containing another ship, except in friendly ports or if one unit is a transport.
Comments: I modded this to better replicate the 'feel' of naval fleet operations. Note that modern ships can only bombard at range also.
Code Tag: // Chazcon - Naval Stacking

Feature: Ships Only Heal in Port
Description: Naval units can only heal in a city, unless they have the Warlords/Logistics promotion.
Comments: More realistic, real ships must return to port for major repairs.
Code Tag: // Chazcon - Ships Only Heal in Port

CATEGORY: AIR

Feature: Air Flight Over Peaks
Description: Air units can move into tiles containing Peaks.
Comments: The Combat Air Patrol mod allows fighters to end a turn outside a city tile - was silly that they couldn't fly over a Peak.
Code Tag: // Chazcon - Air Flight Over Peaks

Feature: Air Superiority Mission
Description: Fighters can directly attack enemy aircraft. If the enemy is not flying a CAP mission, they are attacked on the ground.
Comments: It was odd to not be able to conduct offensive air operations. Now you can go after the enemy's air force.
Code Tag: // Chazcon - Air Superiority Mission

Feature: Air Unit Promotions
Description: Air units gain experience and can get promotions.
Comments: Really nice work here by TheLopez. I changed the promotions a bit.
Code Tag: // Chazcon - TheLopez - Air Forces

Feature: Air vs Naval Combat
Description: This limits which aircraft can attack naval units, based on a code in their iBombRate tag (see Civ4UnitInfos.xml)
Comments: Mostly this prevents WW2-era fighters from attacking ships, but can be used to limit or enable air vs naval combat.
Code Tag: // Chazcon - Air vs Naval Combat

Feature: Airbomb Mod
Description: Only bombers can conduct Airbomb missions. They can reduce city defenses, destroy buildings and improvements, and collateral damage to units.
Comments: Changes to specialize bombers and cause more realistic damage.
Code Tag: // Chazcon - Airbomb Mod

Feature: Airdrop Mission
Description: Air Transport aircraft can air-drop Commandos, Paratroops, Special Forces, and Spies.
Comments: This is just a lot of fun!
Code Tag: // Chazcon - Airdrop Mission

Feature: Airlift Mod
Description: Original Airlift functionality is disabled. You can move units by air using Air Transport aircraft.
Comments: This removes the arbitrary Airlift capability and replaces it with units that can transport other units by air.
Code Tag: // Chazcon - Airlift Mod

Feature: Airstrike Mod
Description: Only Fighters can Airstrike. Targets include improvements and enemy units. Only one unit is hit, no collateral damage.
Comments: Changes to specialize fighters and cause more realistic damage.
Code Tag: // Chazcon - Airstrike Mod

Feature: ASW Aircraft
Description: ASW Aircraft have Recon ability AND combat ability, can see submarines. This enables them to search for and attack submarines.
Comments: This simulates the role of Anti-Submarine Warfare aircraft.
Code Tag: // Chazcon - ASW Aircraft

Feature: Combat Air Patrol
Description: Re-named Intercept mission. Fighters can fly a CAP mission on any tile. Units stay on CAP after combat.
Comments: I thought it was limiting to allow Fighters to fly a CAP mission only over cities.
Code Tag: // Chazcon - Combat Air Patrol

Feature: Fighter Escort Mod
Description: Bombers that start an Airbomb mission from a tile containing Fighters, automatically receive a Fighter Escort, which reduces damage they take from interceptions.
Comments: I started to create a separate mission for this (for Fighters), but settled on this solution.
Code Tag: // Chazcon - Fighter Escort Mod

Feature: Intercept Mod
Description: Units with 50% or greater interception can hit Level Bombers, Recon aircraft, and also protect all 8 tiles around them.
Comments: More realistic, makes dedicated anti-aircraft and SAM units more powerful than infantry shoulder-fired weapons.
Code Tag: // Chazcon - Intercept Mod

Feature: No Missile Rebase
Description: Missiles cannot rebase like aircraft, they must be loaded on other units in order to move.
Comments: Nice mod from the talented Roger Bacon.
Code Tag: // Chazcon - Roger Bacon - No Missile Rebase

Feature: Recon Promotion Mod
Description: Only aircraft that take the Recon promotion can conduct recon missions. They also lose their ability to attack.
Comments: This requires you to specialize Recon aircraft. These units get a boost to evasion and can only be intercepted by Fighters and long-range anti-aircraft weapons.
Code Tag: // Chazcon - Recon Promotion Mod

Feature: Tactical Nuke Range
Description: Allows a range limit to be set in the XML for a tactical nuclear missile.
Comments: Minor change to give tactical nukes a range limit (instead of unlimited range like ICBM's).
Code Tag: // Chazcon - Tactical Nuke Range

CATEGORY: LAND

Feature: Defensive Fire
Description: When a unit is attacked, and a unit with Defensive Fire capability is stacked in the same tile, the unit has a chance to fire at the attackers before normal combat.
Comments: More realistic role for Archers, Light Infantry, and artillery units. Now they can help defend other units in the same tile.
Code Tag: // Chazcon - Defensive Fire

Feature: Bombard Mod (Dale Kent)
Description: Artillery can conduct Bombard missions. They can reduce city defenses, destroy buildings and improvements, and collateral damage to units.
Comments: This is basically Dale Kent's excellent work, with a few targeting changes.
Code Tag: // Chazcon - Bombard Mod (based on Dale Kent - Ranged Field Bombardment)

Feature: Combat Engineer
Description: Units stacked with a Combat Engineer fortify faster. Also, when attacking, the enemy's defenses are reduced if stacked with a Combat Engineer.
Comments: Sappers, Pioneers, Combat Engineers - handy guys to have around in a combat zone!
Code Tag: // Chazcon - Combat Engineer

Feature: Defense Bonus for Town and Village
Description: Towns and Villages provide a defensive bonus for units in them.
Comments: This was such a simple, yet brilliant idea. Nice job, phungus420!
Code Tag: none

Feature: Formations Mod (seZereth)
Description: Different, larger formations, including line, column, square, open, etc. of up to 15 units.
Comments: This is based on seZereth's most excellent unit formations mod. Really adds a lot to the game, visually.
Code Tag: none

Feature: Fort Mod
Description: Forts have a zone of control around them that slows down enemy units. Units cannot attack out of a fort. Forts can be destroyed in combat.
Comments: This mod makes forts more useful. You still need mobile forces to back them up.
Code Tag: // Chazcon - Fort Mod

Feature: Guerillas
Description: Guerilla units are invisible. They cannot be built, but are produced by Special Forces units.
Comments: Actually I'm planning on using these as part of a revolutions-type mod in the future.
Code Tag: none - see Special Forces Training Mission

Feature: Ranged Field Bombardment / Ranged Fire
Description: Artillery cannot make direct attacks, but rather conducts Bombard missions at range. Units can be set to Bombard using tags.
Comments: This is THE single best mod ever produced for Civ IV, by Mr. Dale Kent. I can't play Civ IV without it anymore.
Code Tag: // Chazcon - Dale Kent - Ranged Field Bombardment

Feature: Scorched Earth
Description: Units can destroy their own tiles if at war, removing improvements and cities. It takes time for the tiles to return to normal.
Comments: Deny the use of territory to your enemies.
Code Tag: // Chazcon - Scorched Earth

Feature: Special Forces Training Mission
Description: Special Forces units have a chance of training a Guerilla unit if at war.
Comments: One of the missions of real SF units is to train indigenous forces.
Code Tag: // Chazcon - Special Forces Training Mission

CATEGORY: MISC

Feature: Unique Great Person Names
Description: The names of Great Persons are chosen from Civ-specific lists.
Comments: This is a nice mod from Gaius Octavius and Mexico. Adding it into my mod took five years off my life, however.
Code Tag: // Chazcon - Mexico - Unique GP

Feature: No Heal in Fallout Tiles
Description: Units cannot heal in radioactive zones.
Comments: Simulates the difficulty of operating in a nuclear fallout area.
Code Tag: // Chazcon - No Heal in Fallout Tiles

Feature: Civic, Era, Tech Art
Description: New artwork for Civics, Eras, and techs.
Comments: These beautiful pictures are the work of frenchman. Absolutely gorgeous!
Code Tag: none

Feature: Damage Affects Cargo
Description: When a transport unit takes damage, it passes it on to it's cargo as well.
Comments: Was odd to see Air Transports get whacked by anti-aircraft, only to magically deliver full-strength paratroops on target…
Code Tag: // Chazcon - Damage Affects Cargo

Feature: Damage Affects Movement
Description: A unit's movement ability is reduced proportionately with the amount of damage it currently has.
Comments: A little realism. Units that take damage can't operate at full movement ability. Ships must creep back to port for repairs.
Code Tag: // Chazcon - Damage Affects Movement

Feature: Defender Combat Zoom
Description: The camera zooms in on combat for the defending player as well as the attacking player.
Comments: This is a great mod by Roger Bacon.
Code Tag: // Chazcon - Roger Bacon - Defender Combat Zoom

Feature: DOMAIN_ALL
Description: A new Domain allows units to enter any terrain type.
Comments: This borrows heavily from Roger Bacon's Flying Mod, it's the same idea in a different form. Great for helicopters!
Code Tag: // Chazcon - DOMAIN_ALL (based on concept of Roger Bacon's Flying Mod)

Feature: Multiple Special Units / Multiple Special Cargo Mod
Description: Units can have multiple Special Unit Types and also multiple Special Cargo types.
Comments: This took some work, but adds much flexibility to transport/cargo unit interactions.
Code Tag: // Chazcon - Multiple Special Unit Types, // Chazcon - Multiple Special Cargo Types

Feature: No Spear vs Tank
Description: Units cannot attack enemy units that are 3 times their strength or greater.
Comments: No more Spearmen attacking Tanks (unless they are severely damaged).
Code Tag: // Chazcon - No Spear vs Tank

Feature: Plot List Enhancement
Description: See http://forums.civfanatics.com/showthread.php?t=149572 for details.
Comments: This is a must-have mod for Civ IV. Really nice job here by 12monkeys.
Code Tag: none

Feature: Rewrite Civilopedia Text
Description: Civilopedia text re-written to occupy one paragraph.
Comments: I did this so you don't have to scroll down to read a unit's Civilopedia description. That always bugged me.
Code Tag: none

Feature: Rewrite Hints
Description: Some Hints re-written.
Comments: I had to do this after reading the same hints over and over.
Code Tag: none

Feature: Rewrite Strategy text
Description: Unit strategy re-written.
Comments: Some strategy entries had to be changed to fit this mod, others just needed some love.
Code Tag: none

Feature: Startup and Loading Screens
Description: New startup and loading screens.
Comments: The startup screen is "The Battle of Paju", by Maximillian Maksolly. I washed it out and pixelated it to give it a blurry look - the fog of war!
Code Tag: none

Feature: Startup Music
Description: New startup music.
Comments: This is a clip from another game called Vanguard, that I downloaded from their public site a few months ago. I thought it fit this mod well.
Code Tag: none

Feature: Unit Damage Limits
Description: Unit damage limits by Domain are set in Civ4GlobalDefines.xml. Affects all combat except land unit direct attacks.
Comments: this enables you to control damage limits - I set Land units to 90% and all others to 100% (can be killed).
Code Tag: // Chazcon - Unit Damage Limits
 

Attachments

  • Civ4ScreenShot0000.JPG
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Looks really good. I'm playing it this week.Especially the WWI and Napoleonic units. This is what I really miss in Vanilla.
 
I keep getting a CTD at 1310. Tried changing things around btu still get the CTD. Any ideas what it could be?
 
Really..sorry about that, let me look into it.

Do you have a saved game from before the crash you can get to me?
 
Here's the save. Cathy. If you cant find anything, nevermind. I was looking forward to the Napoleonic unts is all.
 
Aye, at 1310 you haven't even started using the good units yet. The .dll includes code from Roger Bacon that includes code from Dale's Combat Mod. Dale's version 1.03 is rock solid, but Roger may have used 1.02 in his build, which tends to crash around the middle ages. Sounds suspect, I'll check it out. Building a couple new .dll's now to test things.

Thanks for the save.
 
Well mice, it crashes for me at turn's end too. I think I fixed it, I haven't play-tested it yet. The bad news is that it uses a different .dll so you can't continue your game. I apologize. I have played games through to the end, but I do think it's caused by the aforementioned bug in part of the old .dll.

Version 1.1 is posted up, let's all have a go at it, shall we? Please let me know of any errors.

Cheers
 
New version up, added a few goodies.

I haven't been able to get any versions to crash, through a couple complete Huge / Marathon games.

Enjoy!
 
Be sure you grab v1.3, lots of new goodies plus some bug fixes
 
Just finished a big game as Monty. Great game which really felt like Napoleonic war.

Some questions: the horse artillary didnt seem to work. Did I miss something there?

Very interesting spead of units and formations. Graphically it looks like a different game .

I need to learn the mod more thouroughly, and the buttons are great.
 
Thanks for the feedback. Yes, I keep finding little mistakes and Horse Artillery was one of them. I'm posting up v1.5 today which has everything fixed I do believe. This will be the final version (at least for a while) because life gets busy again starting tomorrow! I have a list of neat things to add, perhaps I'll get to it in the next month or so. Funny how I've played it over and over, tested all the units, and still find a little something here or there.

The major change to combat, which is how siege units work, is what makes this better than the stock game in my opinion. Siege units can bombard any tile, including units in the field and tile improvements. But they cannot make a direct attack, they can only defend. And they cannot pillage or capture cities. I feel that this better reflects how real artillery works. This concept - and the code - is Dale Kent's work. I didn't enable his stacked combat mod however, because I think a big part of the flavor, or entertainment part of the game is engaging units in combat and watching them go at it. Along these lines, the defender combat zoom that Roger Bacon wrote really makes combat exciting I think.

I was worried that creating large formations would bring my video card to it's knees, but I've played many games with a large number of active units, on high res, with no problems whatsoever. And my system is by no means cutting edge (nVidia GeForce FX 5700 LE 128Mb, 1 GB RAM, Athlon XP2200+ 1.8Ghz). I must say I do love the large formations! This concept is seZereth's, although I rewrote the formations .xml from scratch and changed the formations quite a bit to suit my tastes. Nothing better than watching a group of Men-At-Arms tear apart a Phalanx unit, or watching a unit of Line Infantry all formed up stopping a cavalry charge.

This mod would be nothing without all the nice artwork on the units provided by the folks on CFC. And it includes all of Frenchman's new artwork for era, tech, and civic pics as well. Credits are in the readme included in the .zip file. All I really did was bring together a lot of everyone else's work, modded the source, units and formations a bit and tried to make as complete a mod as possible.

Enjoy, and let me know if you find errors!
 
No idea, I've never tried MP. Let me know.
 
Heh, found two small errors last night while playing a game in v1.5:

- Heavy Cavalry requiring Gunpowder (fixed)
- French Chevaliers using Sword animation instaed of Lance animation (fixed)

I posted the fixed file, same version, and IS compatible if you have a game going like I do.

------------------------------------------------------------------------

To do list / work in progress for next versions:

- Airdrop mission for Air Transports & Paratroops (nearly complete).

- Variable collateral damage depending on attacker and defender type. Air units will be able to destroy air & naval units. Air and artillery will be able to inflict varying degrees of damage on targets depending on their type. For example, artillery is a minor annoyance for Armor units, but Air units can inflict serious damage to them.

- Cargo units can carry multiple SPECIALUNIT types instead of being limited to just one. This allows more flexibility & realism for transport units.

- Expanded Air combat. Add Air Superiority mission where Fighters can attack Fighters. Add ASW (anti-submarine warfare) mission. Change Airlift to require the unit to be loaded on an Air Transport unit. Limit Recon to specific Reconaissance aircraft. Add Escort mission for Fighters to escort Bombers. Add additional air units.

- Expanded Naval combat. Warships can stack only in port. Add Cargo Ship that carries not only units but gold/resources/culture etc, can be sunk, will have a 'loop mission' where you designate a to- and from- port and the ship will automatically make the trip back and forth. Change current Naval Transport unit to Amphibious Assault ship. Warships can stack with and escort Cargo Ships and Amphibious Assault ships. Create Minelayer and Minesweeper ships. Add additional naval units.
 
This mod has some great gameplay changes, I really look forward to try it out this weekend! I noticed you were looking for an air transport to use. I created a C47 (DC3) that you can use. Let me know if you need me to change the flying height (If you want to use it w/ DOMAIN_LAND) and I'll get to that sometime.

Also, please make sure you give proper credit for any units you use (not just mine). That in particular has ticked me off a lot in the past, and is partially to blame for my 2 month break from unit posting (I never really stopped making them completely).
 
Thanks snafu. I've given everyone (including you) credit in the readme. This mod could not have been created alone.

A C47Air Transport! wow, thanks! I've found a way to make Airdrops using a DOMAIN_AIR unit, so no changes are necessary. I'll go download it right now.

Wootah! EDIT: Where have you posted the C47?
 
Really glad you're still adding bits and peices. The naval/air developments would take this mod to the next level. As is, Genetic and Chazmod are the best mods on the table.

The graphics/formations work is really good.
 
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