[BTS] MOD COMBAT REVOLUTION

CHINCHIN

Chieftain
Joined
Jul 8, 2004
Messages
57
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:
Minor bug - the ZOC option text is being displayed incorrectly if playing in English
 

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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?
 
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?
 
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...
 
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