Dale's Combat Mod (BTS 3.19)

Civ Changer by Dale added back in.

After you meet a new civ you can then change to that civ up to two times you can change a civ.

In GlobalDefinesAlt by changing 2 to 3 then you can 3 times and so on.

<Define>
<DefineName>DCM_CIV_CHANGER_CHANGES</DefineName>
<iDefineIntVal>2</iDefineIntVal>
</Define>

<Define>
<DefineName>DCM_CIV_CHANGER_CHANGES</DefineName>
<iDefineIntVal>3</iDefineIntVal>
</Define>


In the BasicInfos folder CIV4BasicInfoSchema and CIV4DCMConceptInfos can be delete we are not using them, they have been replace CIV4NewConceptInfos


Civ Changer the files that are needed

and the full mod with the changes in it
 
Here's what I've done sofar:
-Air Missions also reveal plots aka recon mission triggered
-Airbomb4 messages changed to include unit names, unit buttons on target plot, & victory/defeat sounds.
-Applicable target plots for air missions only selectable when visible.
 
aob mentiong that aerial bombing should be added, and really it is probably the most important bombing beside the two original ones

Basically you aerial bomb the city and chances for the following to happen
1)Reduce popularion
2)Take away food
3)Add unhealthiness
4)Add anger

Really that shows how you are bombing the city and the houses, killing people but also bpombing things like sewers etc. and create it unhealthy and bombs places with foods and removes food and citizens become angry. I beleive 20% chance for each one, so 80% chance something happens. I beleive this bombing is pretty necesarry as it has been beyond commonly used since the ww1
 
That is pretty much what happens when you use airbombmission3(?), which destroys buildings or the one for factories. The net effect can be the same. In addition, if you don't hit anything, there is a population decrease of 1 usually.
 
Hey stolenrays. I'm kinda new around here. I'm working on my own project (a branch of old-school ROM) and eventually intend on incorporating DCM. The base code for my mod is K-Mod 1.32. It has hella good AI. Have you ever considered merging it into DCM? Also, another modcomp that seems to kinda fit with DCM is Advanced Unit Automations. It just feels like something that should be a part of DCM.

Thanks for all your great work and you'll probably be hearing from me soon as I try to merge DCM. I have a new bottle of Advil just for it. :)

One quick question: One of the goals of my mod is to be playable on lower end PC's. I'm electing to not merge anything that pushes the limit of my piece of junk PC. Does DCM add any serious memory or processor overhead? I know something like Revolutions starts to drag down my machine after awhile. I just don't want to merge myself out of the capacity to play my own mod. :)
 
Thanks for the praise and I'll try and make DCM as good as possible in future updates. DCM doesn't rely on python much so I haven't found it to be a problem.

I would love to use the K-Mod with any of my mods, but I find thesource code is kind of hard to follow what is/isn't changed.

I'd also use the most updated SVN version if you know how to use TortoiseSVN. I just tested it and it is stable. It now has a Gameoption.
 
Yeah, that is one of the reasons I have put off merging DCM. K-Mod makes a significant number of AI changes and I dread opening CvPlayerAI.cpp for comparison between it and DCM. I will be sure to get the SVN version before I dive in.

One quick question (somewhat off topic): Concerning the methodology of merging, the way I've been doing it for the larger mods is to do a compare from the merge target (DCM in this case) to vanilla BtS. This establishes a baseline of what the changes are and what files and functions I need to look at. Then I seperate the merge target and my existing SDK files into individual functions, or sections of related code, naming them with comparable names, and do a folder compare to all of them. I then merge them essentially one code block at a time so that I don't accidentally mix something up. I then re-integrate the file sections and compile. It's a time intensive process but seems to pretty robust. For simple merges I don't take it to that extreme and most of the time it's only the really complex files that I do this to (CvPlayerAI for instance). Do you know of any easier method? Is there a merge utility that has a "per function" comparison mode? At a certain point, Winmerge loses it's value as a merge tool. Anything over 1500 diffs dissolves into a bloody mess. And 1500 is very easy to reach when merging anything with K-Mod.
 
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