Dale's Combat Mod (BTS 3.19)

It was a bit more complicated, there are so.e needed references in some more files that weren't seperately marked, I am trying to track them all and add, but it's a tricky one :/

Edit: Ok So I think I have successfully addd the sdk (fingers crossed nothing explodes!) I was wondering, what from python and xml is needed for Opp Fire if anything? I am having a look through now, but I thought I would check with you guys incase I miss something, or you say nothing :D I always like when the answer is nothing :D

The only thing I can think of would be some text? But I am thick!

RATS! I don't get any errors, but it does not seem to be working...I did a search through all the asset files for FIRE and added a few lines of stuff here and there, but it does not seem to have done anything, most of it was text, and one was in altdefines...

I managed to get opportunity fire to work in OGI 3.00, along with most of the rest of DCM. As for opportunity fire, I don't believe there is any Python required to make it work. There is some XML to consider in at least the following files:

CIV4NewConceptInfos.xml
CIV4UnitInfos.xml
 
Yeah done that, is this version of ranged bombard different to the standard iaircombat version? Cause I have added everything I can find but it is just not working..

I think you might be confusing ranged bombardment for siege units, with air units. Check your XML settings for the siege units, archer units and naval units, not the air units.

Also check the CIV4InterfaceModeInfos.xml file to make sure the INTERFACEMODE_ABOMBARD and INTERFACEMODE_BOMBARD settings are correct.
 
ah so it is actually a completely different system to the standard BTS range bambardment for land units..

so I found a reference in the archers to bomb accuracy, is the strength determined by the standard combat strength?

So I have to merge all the DCM stuff in order to get oppurtunity fire to work.. RATS
 
so I found a reference in the archers to bomb accuracy, is the strength determined by the standard combat strength?

For Archers, the strength is determine by the iCombat value. However, Siege units also consider Collateral Damage.

So I have to merge all the DCM stuff in order to get oppurtunity fire to work.. RATS

I don't believe merging all the DCM stuff was necessary to get oppurtunity fire to work. I believe it is possible to get oppurtunity fire to work independently of the rest of DCM. I won't be looking at DCM for OGI again until DCM ver 2.3 is released.
 
Looking forward to ver 2.3 :)

Thanks. Changed the Gameoptions to use yours Orion. I like the ability to compartmentalize the options. I think it simplifies things without having to mess with the xml.

I also noticed that you added 1 + to the randomchance code of the airbombing missions. Any reason for this?

I'me also removing the redundant Defines xml entries for route bombing.
 
Thanks. Changed the Gameoptions to use yours Orion. I like the ability to compartmentalize the options. I think it simplifies things without having to mess with the xml.

I also noticed that you added 1 + to the randomchance code of the airbombing missions. Any reason for this?

I'me also removing the redundant Defines xml entries for route bombing.

Yes there is a reason. If you use the getSorenRandNum(100) function, it produces numbers 0-99. I use the (1 +) to get 1-100, instead of 0-99. Its a preference thing.

Example:
Code:
iCount = (1 + GC.getGameINLINE().getSorenRandNum(iCount, "Choose plane"));
 
Tested the new merge with autoplay to 200 turns. No CTDs. Just an art ommission I have to fix.

I'm starting to wonder now why range bombardment was written as a seperate code instead of incorporating it into range strike by adding a check for DOMAIN_LAND.
 
Tested the new merge with autoplay to 200 turns. No CTDs. Just an art ommission I have to fix.

I'm starting to wonder now why range bombardment was written as a seperate code instead of incorporating it into range strike by adding a check for DOMAIN_LAND.

Probably because they wanted to test each part separately. Its easier to isolate problems that way. Plus, you are looking at the difference between air and ground attacks.
 
I see. I checked it and it is fine now. I'll post it when I can.

So BBAI has a Change Player feature and Dale's Civ Changer does too? Are they the same? Seem kind or redundant.

Anyhow maybe the mod might be better off with just the combat stuff in it, because the K-Mod seems to be a very popular base now.
 
I see. I checked it and it is fine now. I'll post it when I can.

So BBAI has a Change Player feature and Dale's Civ Changer does too? Are they the same? Seem kind or redundant.

Anyhow maybe the mod might be better off with just the combat stuff in it, because the K-Mod seems to be a very popular base now.

For the longest time, I couldn't get Change Player/Civ Changer to work. But necessity is the mother of invention and I needed the capability for testing. The result is Civ Changer is now available in OGI, which I believe will become the mod of choice for many, due to its unique capabilities. DCM is an essential part of OGI, but in your stand alone version, Change Player is just a nice to have and is not really necessary.
 
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