Dale's Combat Mod (BTS 3.19)

Not sure. Haven't touched it in a few months to finish IIW v 1.6. I'd say at least two months because I'm trying to release IIW v1.6 this month. There's nothing really critical missing beside a CTD and a range bombard fix. Is there anything you are looking for?

I actually have a fully functional SVN version with the updates completed so far. Haven't updated most recent versions though.
 
Not sure. Haven't touched it in a few months to finish IIW v 1.6. I'd say at least two months because I'm trying to release IIW v1.6 this month. There's nothing really critical missing beside a CTD and a range bombard fix. Is there anything you are looking for?

I actually have a fully functional SVN version with the updates completed so far. Haven't updated most recent versions though.

Yes, Any fixes you may have so I can include them in OGI 3.0. Particularly:

-Fix Archer Bombard Damage 0%
 
I played around a little more with this, and it seems sometimes the damage % is correctly displayed, and sometime 0% is displayed when in actuality there was damage done.

I looked in the SDK, in the archerBombard function, and I think the issue lies somewhere in this snippet of code:

Code:
//RevolutionDCM - Archer Bombard fix - report killed units
		iUnitDamage = std::max(1, ((GC.getDefineINT("COMBAT_DAMAGE") * (currFirepower(NULL, NULL) + ((currFirepower(NULL, NULL) + pLoopUnit->currFirepower(NULL, NULL) + 1) / 2))) / (pLoopUnit->currFirepower(pPlot, this) + ((currFirepower(NULL, NULL) + pLoopUnit->currFirepower(NULL, NULL) + 1) / 2))));
		pLoopUnit->changeDamage(iUnitDamage, getOwner());

The iUnitDamage line looks overly complex; I'm wondering if was a copy/paste error.
 
I think you are correct ripple. Way too long as compared to the range bombard string of iUnitDamage=
Archer Bombard seems uncessary. It doesn't even have collateral damage. Looking at the code, do you find anything special about it? There is some interesting code about hidden nationality and barbarians that could just be copied over to range bombardment.

All that is needed is to just delete the code and then add the range bombard tag for archers. What do you think?
 
I think you are correct ripple. Way too long as compared to the range bombard string of iUnitDamage=
Archer Bombard seems uncessary. It doesn't even have collateral damage. Looking at the code, do you find anything special about it? There is some interesting code about hidden nationality and barbarians that could just be copied over to range bombardment.

All that is needed is to just delete the code and then add the range bombard tag for archers. What do you think?

I'll give my two cents: I think range bombardment would work fine for archers. The only thing is getting the barrage sound correct when using archers. A lot of code could be deleted, if you figure this one out.
 
What sound does the mod use with archery barrage currently? I looked at it uses the air attack sounds. I don't think the sound will change for the unit animation either. Even if it did, I might just need to add a piece of code for archer unitcombats.

Unfortunately, I started a new job and have very little time to complete this or anything else. Any work will have to be done on my off days. But I'm not going to be able to get as much work as before.
 
What sound does the mod use with archery barrage currently? I looked at it uses the air attack sounds. I don't think the sound will change for the unit animation either. Even if it did, I might just need to add a piece of code for archer unitcombats.

Unfortunately, I started a new job and have very little time to complete this or anything else. Any work will have to be done on my off days. But I'm not going to be able to get as much work as before.

Here is the link to the Archery Barrage sound file (See post 157): http://forums.civfanatics.com/showthread.php?t=257210&page=8
 
I think you are correct ripple. Way too long as compared to the range bombard string of iUnitDamage=
Archer Bombard seems uncessary. It doesn't even have collateral damage. Looking at the code, do you find anything special about it? There is some interesting code about hidden nationality and barbarians that could just be copied over to range bombardment.

All that is needed is to just delete the code and then add the range bombard tag for archers. What do you think?

I'll give my two cents: I think range bombardment would work fine for archers. The only thing is getting the barrage sound correct when using archers. A lot of code could be deleted, if you figure this one out.

Archer Bombard is different from Ranged Bombard in a couple of different ways. It only attacks other units and it does not cause collateral damage. I think it has a distinct enough purpose to be kept in the game. I also think the idea could be expanded on a bit; maybe add a promotion line that would increase the Accuracy of Ranged Attacks (This promotion could also be available to siege and other ranged bombard units)or do something like adding an accuracy bonus if they are Archer Bombarding from inside a city.

apparently the damage from archers might look as if it is 0% because it rounds down. However, I we need to check it more thoroughly because I could have swore that it still lists 0 no matter what.

I've attached a screenshot with an archer bombardment of 16% so you can see its happening at least every once in a while.

If you like one or either of my ideas let me know, I may try my hand at coding them in myself.
 

Attachments

  • Civ4ScreenShot0003.JPG
    Civ4ScreenShot0003.JPG
    391.1 KB · Views: 145
I think that if they are on the same tile, there should be collateral damage.

The promotion idea is good and the code/maybe promotions already exists in a mod. Can't rmember which one? Maybe History in the Making?

Check this link:
 
There is a modcomp that you can merge that accomplishes the 50-civ request.
Can you do the merge for me. I do not have the SDK skills required.
 
I was thinking about archer bombard again, and figured out a compromise. I can:

1. remove the archer bombard code
2. migrate the interesting ideas such hidden nationality messages to range bombardment
3. add a new boolean tag called bArcher to have a if statment such as if isArcher and then enable the specific sound effect. This way xml could enable the specific sound effect for any unit you want.
 
Back
Top Bottom