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[BTS] MOD COMBAT REVOLUTION v1.20

Discussion in 'Civ4 - Modpacks' started by CHINCHIN, Mar 22, 2018.

  1. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
    This mod is focused for multiplayer games, although it is also fun to play against the AI.

    This project started in 2011 as an attempt to change the combatback to the Civ 3 style, which although it was not perfect, I think it was better than Civ4. Later, Manolo joined me with hisknowledge of software developing, did really wonders such as combats limited by squares, ammunition, fuels ... unfortunately, Manolo abandoned the project. At the beginning of 2018 Andera412 joined the project, a great expert in the source code that is making great improvements.

    This mod revolutionizes the combat system, the siege units do not attack, bombard, and the combat system approaches to civ3 with defensive and offensive units. Keeping in part the civ4 stone-paper-scissors system, attacks are limited by squares to force to disperse troops and create fronts.

    Transport also changes, roads and railways cost 1 point of movement (artillery moves 1, infantry 2, workers 3, cavalry 4 ...) To compensate for this slowness, there are transports such as caravans, trucks, helicopters, airplanes of transport, trains ... The airport does not allow anymore to move units by air.

    There are also two new factors, ammunition and fuel, which are spent and stored by the units to function effectively. The nuclear submarine can submerge and will not be seen by any unit.

    In cities where there is a resource within its range of action, the improvement (Mine, pasture, camp ...) appears through an event, so, no need to send workers. Then, a special unit-resource can create a specific building in the capital, providing the resource to the city and others global benefit to all cities. This building disappears in 10 turns by a event. With this change, you have to keep working in the resource to have a continues supply of it. Some resources only will be available to cities with specific building, for example iron should go to a city with Foundry, this building built to transform it into Steel. The oil, the coal, the uranium to a city with Refinery, which transform it into fuel.

    Underwater warfare is very different from the game, they can only be discovered through the sighting of ASW units, submarines can load torpedoes that have transport as a priority target. This advantages, together with the need to transport resource units to the capital, makes submarines a very important weapon.

    Includes 2 scenarios, The Great War, and WWII War in the Pacific.

    Integrates the following Mods:

    The BUG Mod

    http://civ4bug.sourceforge.net/BUGMod.html

    Blocade-units

    https://forums.civfanatics.com/threads/blocade-units.614387/

    And infinity of material taken from civfanatic. Thanks to all of them.

    Here you can download some help files with the characteristics of units, buildings, rules ... (In Spanish) (translation appreciated)

    https://goo.gl/YvhCKs

    And here the MOD V1.24:

    https://goo.gl/PVa3z3

    The mod is placed in: Sid Meier's Civilization 4 \ Beyond the Sword \ Mods

    It works in any language, although everything is not translated. (translation appreciated)

    The source code (It has not changed with respect to version 1.11):

    https://goo.gl/qAgyf5
     

    Attached Files:

    Last edited: Jul 31, 2018
  2. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
    Changes version 1.24:

    SUBSANATED ERRORS:
    * Silk already triggers the special building event.
    * Engineers can be purchased.
    * Price spices at 60. Before it was at 30.
    * Exhausted Resource messages only come out once and in the correct turn.
    * Certain events have been duplicated several times, so you can repeat in the same turn.
    * The standard game events that gave free promotions that were not useful for the mod have been modified. For example Garrison to offensive units.
    * Some units received by events can be acquired without having the appropriate technology.
    * Naval mines no longer see submarines.

    CHANGES
    * Torpedo: The force is lowered so that it is only effective against transports.
    * Lower cost of wonders and buildings at prices very similar to the standard game.
    * The most to get units per resource is + 66%, before 100%.
    * New units have been added that can be obtained with resources, cannons, artillery, engineers ...
    * Air Base: Go from 1 fuel to 2. So it can be landed and be effective.
    * There is a new element-event (with the resource Alloy) for which you can get fighters, torpedo boats, ASW ...
    * Dam of the Three Gorges: It does not give free, gives 1 free specialist, and +1 Happiness and +1 Health. In all the cities of the continent.
    * The benefits of the Aluminum Co. and Standard Ethanol corporations have been lowered.
    * Workshop costs 60, before 100.
    * Several units change their characteristics, like the Galleons that load 2 units, the transports that cost 100, the iron and the copper without acceleration production ...
    * Steel and alloy give 100 hammers to speed up production. Before only 40.
    * New Sapper unit. Take Mine as a target and upgrade to Engineer.
    * Through Work Bronze / Iron you can buy Catapults and Trabuquetes.
    * Light Artillery can not be obtained with Iron Alloy.
    * Through Weapons you can now acquire Light Artillery, Artillery, Heavy Artillery and Trucks. The trucks cheaper than building them, but more expensive than with Tires (Rubber).
     
    Last edited: Jul 31, 2018
  3. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
    Messages:
    6,781
    Location:
    israel
    wow now that look superb! great ideas!

    now question is, how do i get this into a kmod based dll?

    oh and the mod link doesnt work (the source does)
     
  4. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
    Thanks Keldath

    If I understand well, do you want to know how to apply these ideas to your mod?
    But what exactly?
    I changed the Mod link, but it worked for me.
     
  5. zeroRPGmaker

    zeroRPGmaker Chieftain

    Joined:
    Jan 5, 2010
    Messages:
    88
    Location:
    Mostly Macomb, IL
    I think Keldath's question was rhetorical.

    OP, I have a question for you.You say this is mostly for multiplayer.... so I'm assuming the AI sucks at the mechanic changes? Although to be fair, the AI sucked at range artillery in Civ III.
     
  6. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
    There are many things that AI does not do well, but the main problem is that its units run out of ammunition and fuel and do not replenish them.
     
  7. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
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    Messages:
    6,781
    Location:
    israel
    hi chinchin,
    im learning about the mod and thinking of merging it now.
    i have merged in blockade units, but i dont see the effect of it, strange.
     
  8. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
    Hi keldath,
    Did you select the ZOC option at the start of the game?
     
  9. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
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    6,781
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    israel
    Hi chinchin,
    yes i did,
    i merged it with kmod , i think the cvgamecoreutilis.cpp,
    has kmod changed path code, so it just wont take any effect, i had no problems with my merge and the dll compile,
    but i didnt see the blockade effect.
    i added the altglobaldefines. part and all the rest, i havnt forgotten.

    i wish to add your mod into mine , but i tried first the blockade merge, but.. not go.

    can you assist?
     
  10. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
    If Andera can not help you, me less.

    Anyway, I'll look at how I did it and I'll tell you. But I will not be able until May 2.
     
  11. Andera412

    Andera412 Chieftain

    Joined:
    Sep 30, 2014
    Messages:
    55
    Location:
    Ukraine
    Blockade units + MCR doesn't work? Or no blockade?
     
  12. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
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    6,781
    Location:
    israel
    I havnt merged in mcr yet, i do it by stages.

    Thanks for now guys!
     
  13. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
    Changes version 1.24:

    SUBSANATED ERRORS:
    * Silk already triggers the special building event.
    * Engineers can be purchased.
    * Price spices at 60. Before it was at 30.
    * Exhausted Resource messages only come out once and in the correct turn.
    * Certain events have been duplicated several times, so you can repeat in the same turn.
    * The standard game events that gave free promotions that were not useful for the mod have been modified. For example Garrison to offensive units.
    * Some units received by events can be acquired without having the appropriate technology.
    * Naval mines no longer see submarines.

    CHANGES
    * Torpedo: The force is lowered so that it is only effective against transports.
    * Lower cost of wonders and buildings at prices very similar to the standard game.
    * The most to get units per resource is + 66%, before 100%.
    * New units have been added that can be obtained with resources, cannons, artillery, engineers ...
    * Air Base: Go from 1 fuel to 2. So it can be landed and be effective.
    * There is a new element-event (with the resource Alloy) for which you can get fighters, torpedo boats, ASW ...
    * Dam of the Three Gorges: It does not give free, gives 1 free specialist, and +1 Happiness and +1 Health. In all the cities of the continent.
    * The benefits of the Aluminum Co. and Standard Ethanol corporations have been lowered.
    * Workshop costs 60, before 100.
    * Several units change their characteristics, like the Galleons that load 2 units, the transports that cost 100, the iron and the copper without acceleration production ...
    * Steel and alloy give 100 hammers to speed up production. Before only 40.
    * New Sapper unit. Take Mine as a target and upgrade to Engineer.
    * Through Work Bronze / Iron you can buy Catapults and Trabuquetes.
    * Light Artillery can not be obtained with Iron Alloy.
    * Through Weapons you can now acquire Light Artillery, Artillery, Heavy Artillery and Trucks. The trucks cheaper than building them, but more expensive than with Tires (Rubber).

    Here and in the first post the new version
    https://goo.gl/PVa3z3
     

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