Dale's MOD Code Factory

Dale said:
It wouldn't be too hard. It could be setup so that if a unit has bDCMBombard but not iDCMBombRange then it operates as per vanilla. Would this satisfy?

So in others words your catapults would have bDCMBombard = 1 but no iDCMBombRange tag. Your naval units would have both.

Dale
Just trying to clarify, but is the idea with this that you will update the mod to have this new functionality, or were you offering an idea for how I could change it myself?

Because I don't think I'd be able to do it myself :)
 
How is the bombard damage calculated?

I would like my artillery to have high bombard damage but low strength(so they would have to be escorted). like in civ3.
I've been playing with some of the values, but it takes to many artillery units to do any significant damage on units in the field.

Any reports on how the AI handles this ranged bombard?
 
After two weeks of patient waiting, I wanted to ask how far the update has grown?
 
Dale, what do you think about a new air mission to allow units loaded on planes to airdrop on selected tile?
It would be something like an "air recon" mission, automatic followed by a "unload all".

PS: Sorry about my english, it is not my first language.
 
I realize that you've been gone/busy/sick for a while Dale, but I noticed that you've had some activity in your Combat Mod thread recently. I was wondering if I could get some response to this post I had before.
Gunner said:
Dale said:
It wouldn't be too hard. It could be setup so that if a unit has bDCMBombard but not iDCMBombRange then it operates as per vanilla. Would this satisfy?

So in others words your catapults would have bDCMBombard = 1 but no iDCMBombRange tag. Your naval units would have both.

Dale
Just trying to clarify, but is the idea with this that you will update the mod to have this new functionality, or were you offering an idea for how I could change it myself?

Because I don't think I'd be able to do it myself :)

Thanks
 
Please could someone merge DALES ranged combat and missiles only to the vanilla 1.6 for me, I dont need the stack part or MAD.

Many thanks if anybody can. :)

Regards

Riker13 :crazyeye:
 
Dale, whats up, I love this mod. I've merged it into a collection of mods I've got going, Total realism, regiments, and I wanted to add field bombardment to the mix. I followed your instructions made the right .xml changes, and the I simply copied and pasted your .dll file over the one I had for TR. It would let me open up the game, I got the feature to work in test runs with the world builder at the dawn of time, but every time I got into the game I got a .dll error, and I would lose everything, It's really frustrating. I think my error was copying the .dll file and pasting it over the TR dll. To be honest, I'm kinda of new at this and can't even open that file up to try and copy the changes onto the TR file. Anyway, I feel I'm close but not quite there, can you help me at all here?
 
Missile Question:

Has anyone else had the problem where their air unit missile would perform an air strike and then not be destroyed (commit suicide)? I have looked over the c code and header files several times to see if I missed something and I did use the tag to make the unit a missile. I am trying to mod Warlords. Any quick suggestions? I should note that I am entering the code in manually.

Thanks!
 
Is there source available for Warlords yet? Or is testing producing changes to quickly for that?
 
It doesn't seem that Dale will ever answer a post in this thread anymore...
 
Now that code for the full mod is finished, I have uploaded the code into the file database. You can download the code from here:
SDK Code (Vanilla & Warlords): http://forums.civfanatics.com/downloads.php?do=file&id=2708.

BTW, since game options have now been implemented into the code you don't need seperate DLL's for each component. Just modify Civ4GameOptionInfos.xml to change the defaults to what you want for the components to turn them on/off.

Have fun with this. :)

Dale
 
Dale please see my post on the CCCP forum about the ability for mod makers to completly eliminate the ability for a user to change the settings on a Mod Comp.
 
Dale said:
BTW, since game options have now been implemented into the code you don't need seperate DLL's for each component. Just modify Civ4GameOptionInfos.xml to change the defaults to what you want for the components to turn them on/off.

Sorry if this sounds dumb, but what does this mean? Seperate DLLs? I thought the game would only support a single CvGameCoreDLL.dll file, so how could you have seperate DLLs for each component? Are you talking about having a different mod for each component instead of having all of them in a single mod?

Also, what is involved in modifying the Civ4GameOptionInfos.xml file? When I look at it, I don't see how it affects the game any. It just seems to be a list of text entries, and I don't see where it actually interacts with the game any. How do I mod this to allow me to turn the components on/off?

Maybe there is something elsewhere on the forum with this info; I haven't looked yet.

BTW, though it may not look like it from what I just wrote, I do have some modding experience. I can work with XML files, and I have done so a lot in Civ. I just don't see how the GameOptionInfos file works.

Anyway, I have another question about the MAD. Does the MAD look for ICBM attacks only, or will it trigger on any Nuke attacks? In other words, will MAD be triggerd by a tactical Nuke attack?
 
n003lb:

What I mean is, all of the components can be contained in one DLL. No need to have them seperate like they used to be. :)

The entries in Civ4GameOptionInfos.xml represent the options selectable when setting up a Custom Game (the options in the middle). Each section represents one game option. There is a tag in each section called bDefault which determines the default toggle for the option. 0 = option OFF, 1 = option ON. These defaults are also the default game options used when using the standard game setup (where you can't select game options) and scenarios. So effectively by changing bDefault for the DCM components you are changing whether each component is on or off. :)

MAD triggers on any Nuke attack. :)

Dale
 
Ket said:
Dale please see my post on the CCCP forum about the ability for mod makers to completly eliminate the ability for a user to change the settings on a Mod Comp.

Simple:
Open CvDefines.h and change all of the #define lines for each component to "true" or "false" and recompile.

Dale
 
I see your using GameOptions to control each mod, I dont see why that is for the Bombardment or Missle mods as thouse are based on XML tags but its definatly good for the MAD and StackAttack mods.

Firaxis added a bKamikaki tag in WL, how dose your missle Mod differ from it?

I'm thinking of modifying bombardment so units dont loose the Reduce fortifications ability, that would require a whole new mission be created for Bombardment but I see this can be done with Lopez's route Pillage mod.
 
Dale said:
...The entries in Civ4GameOptionInfos.xml represent the options selectable when setting up a Custom Game (the options in the middle). Each section represents one game option. There is a tag in each section called bDefault which determines the default toggle for the option. 0 = option OFF, 1 = option ON. These defaults are also the default game options used when using the standard game setup (where you can't select game options) and scenarios. So effectively by changing bDefault for the DCM components you are changing whether each component is on or off. :)...

Ok, but how does the game know what bits of code to turn off based on this file? How does the game know what "GAMEOPTION_NO_CITY_FLIPPING" is if you toggle it to default? Is it something in the dll that tells the game what that is and what to do if it's changed?

Basically, is it possible for a non-coder to create new options to turn off components if the original designer did not provide it, or does it have to be implemented in the coding of the dll?

Sorry for these dumb questions. I'm just trying to round out my knowledge so I can avoid dumb questions in the future. ;)
 
Dale, I really like your ranged bombardment mod, I really feel the game is incomplete without it. With your old code, I pasted the .dll and made the xml additions and changes, and got it to work in trials with the world builder, but usually ran into dll errors after a while once a game was started. Now with your new code however, I'm completely lost, I've searched my computer for CvDefines.h and the only file I have named this is in your download on my desktop. If you could offer a little help here I'd be real grateful, like I said the game isn't correct/complete without ranged bombardment.
 
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