1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

[BTS] MOD COMBAT REVOLUTION

Discussion in 'Civ4 - Modpacks' started by CHINCHIN, Oct 10, 2017.

  1. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
    MOD COMBAT REVOLUTION v1.20

    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/eLPds7

    And here the MOD:

    https://goo.gl/SVUzXZ

    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
     
    Last edited: Mar 23, 2018
  2. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
  3. Magno_uy

    Magno_uy Warlord

    Joined:
    Jun 19, 2003
    Messages:
    273
    Excelente work! really an excellent mod you should definitely try :king:
     
  4. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
    Messages:
    6,708
    Location:
    israel
    wow nice!

    will you release the source code?
     
  5. Dancing Hoskuld

    Dancing Hoskuld Deity

    Joined:
    Jul 5, 2004
    Messages:
    23,540
    Gender:
    Male
    Location:
    Canberra, Australia
    Minor bug - the ZOC option text is being displayed incorrectly if playing in English
     

    Attached Files:

  6. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
    Fact! You have it in the first post, at the end
     
  7. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
    Messages:
    6,708
    Location:
    israel
    cool chinchin,

    this mod looks great, i hope you will keep working on it.
     
  8. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
    Ok, I take note. Thank you
     
  9. R-TS-X

    R-TS-X Chieftain

    Joined:
    Oct 13, 2017
    Messages:
    8
    Gender:
    Male
    I waiting this mod literally for years. Even tried to make it myself some years ago :lol:. Now I will test it, hope this mod stable.

    Also, is it possible to combine this mod with RevolutionDCM?
     
  10. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
    It is possible to integrate any mod. Another thing is that it takes more or less work.
     
  11. R-TS-X

    R-TS-X Chieftain

    Joined:
    Oct 13, 2017
    Messages:
    8
    Gender:
    Male
    So, is it planned? With RevDCM this mod would be very good.
     
  12. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
  13. R-TS-X

    R-TS-X Chieftain

    Joined:
    Oct 13, 2017
    Messages:
    8
    Gender:
    Male
    Sad. Without revolutions Civ IV looks primitive :crazyeye:.
     
  14. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
  15. R-TS-X

    R-TS-X Chieftain

    Joined:
    Oct 13, 2017
    Messages:
    8
    Gender:
    Male
  16. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
    Messages:
    6,708
    Location:
    israel
    rev dcm doesnt work in multiplayer game, be warned :)
     
  17. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
    For a bad move of the automatic translator when editing the first post, it was translated into Spanish, it is already in English again.
     
  18. Dancing Hoskuld

    Dancing Hoskuld Deity

    Joined:
    Jul 5, 2004
    Messages:
    23,540
    Gender:
    Male
    Location:
    Canberra, Australia
    Does this include the army idea from Civ III?

    If so, did you put the modifiers in new XML files so that we can define
    • how many cities you need for each army?
    • what techs increase the number of units allowed in an army?
    • what techs or bonuses give boosts to the units in the army?
     
  19. CHINCHIN

    CHINCHIN Chieftain

    Joined:
    Jul 8, 2004
    Messages:
    56
    Location:
    Spain
  20. Andera412

    Andera412 Chieftain

    Joined:
    Sep 30, 2014
    Messages:
    55
    Location:
    Ukraine
    Thank you, ChinChin! It's a great mod!
    Is it multiplayer-compatible? However, it contains APTMOD code, I see it only adds web interface for pitboss games.
    Can AI use land transport, road limitations, bunkers and mines mechanics? Sources say me, that he doesn't. I'll try to teach him.
    Can I help you in developing your mod?

    P.S: Is it real to make AI move units simultaneously in the player's turn? For example, 1 per second...
     

Share This Page