1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Dale's Combat Mod (BTS 3.19)

Discussion in 'Civ4 - Modpacks' started by stolenrays, Sep 21, 2011.

  1. xaster

    xaster Warlord

    Joined:
    Oct 5, 2003
    Messages:
    128
    :cry:
     
  2. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
    For stolenrays:
    I am test this mod (latest version, v2.5), and i am found something during debug,

    please see attachments..

    question:
    Could this make some problems, because i plan to merge this with other mod components, thanks.
     

    Attached Files:

  3. stolenrays

    stolenrays Deity

    Joined:
    Aug 2, 2009
    Messages:
    2,061
    Good info. Did you get any CTDs? Some asserts are normal. The last assert means there is something missing with the xml file.
     
  4. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
  5. stolenrays

    stolenrays Deity

    Joined:
    Aug 2, 2009
    Messages:
    2,061
    I'm working on the AI for Hangar Airbomb. It is almost done. I haven't got it to trigger in game though. I looked at the Fighter Engagement mission AI. I found that it is not listed outside of the main function so that it is called on in AI_AirAttackMove(). It is incomplete basically.

    I also think that I should change the stack required for dcm to range bombard against to be a globaldefines instead of hardcoded.
     
  6. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
  7. stolenrays

    stolenrays Deity

    Joined:
    Aug 2, 2009
    Messages:
    2,061
  8. stolenrays

    stolenrays Deity

    Joined:
    Aug 2, 2009
    Messages:
    2,061
    I wrote all the AI fxns except for the production mission. I alos already included them in the AI logic. I also removed some uneeded attempt code, some uneeded enabling tech code, and added in Fengamenet AI logic from the RTW C++.

    There was some AI already written into Dale's normal code. It is in the vanialla air mission and only is called upon when the AI targets plots. So it can create some unordered logic. I removed it and replaced it with the new AI functions which are easier to follow. Lastly, I've renamed the mission from 3,4,5, etc to PORT_AIRBOMB, etc. This makes it so much easier follow and mod.

    Last thing I've done is created a GlobalDefines.xml integer for min Range Bombard Stack needed for the AI to push the mission. It is set to 0 as the default.
     
  9. stolenrays

    stolenrays Deity

    Joined:
    Aug 2, 2009
    Messages:
    2,061
    v2.6 is uploaded

    -AI for all Airbomb Missions (Hangar Airbomb, Port Airbomb, Production Airbomb, Factory Airbomb, Building Airbomb Fighter Engagement (from RTW))
    -Global Defines for min defenders to range bombard
     
  10. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
  11. stolenrays

    stolenrays Deity

    Joined:
    Aug 2, 2009
    Messages:
    2,061
  12. OrionVeteran

    OrionVeteran Deity

    Joined:
    Dec 25, 2003
    Messages:
    2,443
    Location:
    Newport News VA
    Looks like you finished the SDK for stack attack (SA), before I could help you.

    How well does SA perform now?
     
  13. stolenrays

    stolenrays Deity

    Joined:
    Aug 2, 2009
    Messages:
    2,061
    I actually did not alter Stack attack for this release. I don't ever turn it on because of the selection bug and I like vanilla combat better. I kept the features in there for everyone else. I also turn of opportunity fire, active defense, etc.
     
  14. OrionVeteran

    OrionVeteran Deity

    Joined:
    Dec 25, 2003
    Messages:
    2,443
    Location:
    Newport News VA
    I have opportunity fire and active defense working. I will formulate a special merge and get back to you with the updates. It may take a while. But since OGI 3.02 has released, I hope to be able to squeeze this task in before the summer is over. DCM 2.6 is a major update, which means OGI will have to be updated to version 3.03. I consider Mine warfare and DCM to be the most important must have mods in OGI. So this task will be a high priority for my next release.
     
  15. stolenrays

    stolenrays Deity

    Joined:
    Aug 2, 2009
    Messages:
    2,061
  16. OrionVeteran

    OrionVeteran Deity

    Joined:
    Dec 25, 2003
    Messages:
    2,443
    Location:
    Newport News VA
    Thus, your work on fixing DCM coding is so very important and appreciated. :thanx:
     
  17. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
    I am check only Ranged Attack in game options (can't remember full name Ranged Bombardment, Attack whatever, you understand me) and AI siege units don't use DCM range attack (this is in all DCM versions).
     
  18. OrionVeteran

    OrionVeteran Deity

    Joined:
    Dec 25, 2003
    Messages:
    2,443
    Location:
    Newport News VA
    Not true. Many siege units use DCM range bombardment in OGI.
     
  19. oldnooob

    oldnooob Prince

    Joined:
    Mar 29, 2013
    Messages:
    475
    Location:
    Aberdeen Washington
    I have installed Dcm319 2.5 and have no interface. the hotkeys do not work to bring it up.
    Any suggestions?

    Bts3.19
     
  20. stolenrays

    stolenrays Deity

    Joined:
    Aug 2, 2009
    Messages:
    2,061

Share This Page