RevolutionDCM for BTS

@Kali
Yeah that's quite a powerful little bludgeon there and finished the game quite pronto I would say!
Thanks for the XML info. Is this issue about limitless A-bombers changeable with a little tweak of the XML if you thought it was worth it?

@Thomas SG
Ok so fighters can intercept then? It is quite easy to test, I will just fire up worldbuilder.
I see your point about A-bombers being single units not "fleets". It's just a question of game balance. If fighters can intercept A-bombers then all is ok with limitless A-Bombers as far as I can see...

As you can tell, I don't often get into this situation so I'm a raw beginner at atomic warfare.

EDIT: A-bombers are reuseable yes? Like any plane? Missiles are once off yes? Is this the resolution to limitless or limited?

Cheers.


No, A-bombers should be single-use units like missiles.
 
@Glider

I went back to a save right before my nuclear strike to take notes:
- Interception: I've been mistaken. Fighters can intercept A-Bombs. It didn't happen in the first time and the XML doesn't confirm it so I guess Dale has implemented it in the DLL.

- A-Bombs aren't reuseable they behave like ICBMs in this respect. (I guess this why UNITAI_ICBM is used for them).

I still however think that Air unit limit should apply to them. Comparing A-Bombs to ordinary bombers makes no sense. Bombers lower city defenses a little or damage units in a tile or a city just a little. A-Bombs destroy citiies lowering their pop to half and kill all units in the tile or leave a couple max badly damaged. There is no comparison. A dozen of them in one city brought a huge empire to its knees. The air units limit before having an airport is 8. This is enough number to wipe an empire. It will at least force the player to think before piling A-Bombs in a city. He will weigh his needs for fighters and bombers or he will choose between a Nuke based strategy and a traditional troops based one.
 
@Kali
It is not simple working out what is exactly going on. Thanks. More light is being shed. So at this stage we have this:

1) A-Bombers can be intercepted but only by Dale's "active defense" or "fighter engage" or something else that is not "vanilla BTS".
2) A-Bombers cannot be re-used

The assumption is that we can think of an A-bomber as if it were an A-missile....

I have some questions which I should not be so lazy as to answer myself:
3) How much does an A-bomber cost relative to an equivalent strength A-missile?
4) What is the range of an A-bomber relative to an equivalent strength A-missile?
5) Are A-bombers the first atomic weapon to arrive in the game?

The answers to these questions will go part of the way to working out if A-bombers should be limited or not.

Cheers and :goodjob:
 
@Glider

3) Costs 400 which makes it more expensive than tactical nukes (250) and ICBMs (500). Seems fair enough (Note for myself: In RoM unit costs are much higher so an A-Bomb is dirt cheap compared to other units. I need to change that).

4) I am not sure about strength. Actually nuclear weapons have iAttack = 0 in XML. Rangewise it is more than a tactical nuke and a little les than an ICBM. Exactly its range is 15 tiles.

5) Yes it is the first that becomes available.
 
@Kali
Thanks for that info. Ok so the only other issue is whether they can be intercepted and what does that. It appears that only DCM components like FE or AD make interception possible. At this stage I vote for just leaving it the way it is but believe me, I am totally inexperienced at atomic warfare. My main issue is getting past the bow and arrow stages! :)
 
hey glider,
i have a small suggestion,
perhaps you can add to the main post,
the version change log - this will aloow people to see whats the newest version,
and its changes,
also - a note of the current version availble for dl.

what would we have done without your work i say ? :)
 
Does this mod work with 3.17? Revolution was updated but Stack Attack wasnt so I dont know if it works.
 
@glider
Dale has released an official DCM version compatible with 3.17. Is there anything in code that differs from the one we have in RevolutionDCM right now?

Kalimakhus, that is exactly the question I am asking. Dale's mod is great but contains absolutely no documentation, and if you query him on the forum, you may or may not get a response.....It appears to be basically a direct port but who knows. At some stage I will diff compare all the files to get a better idea.

Cheers.

PS) If you go to the Super Spies forum, I have posted a beta release of Super Spies for BTS 3.17. I find it is crashing, but apparently, someone who is helping me with it, cannot get it to crash. I would like to add SS as an addon to RevolutionDCM because the quality of the coding in SS is very very high at least on par with DCM. The concept might be flawed but how are we to know without being able to try?
 
Code is a port of DCM 1.5 from 3.13 to 3.17 with the small change to BE as documented.

If you ported the 3.13 code over then you should only need to look at CvPlot.cpp and CvPlot.h for the BE changes.
 
@Ehmek
Personally I wouldn't wait. The current build of RevDCM is basically DCM by Dale anyway with the exception of battle effects. Kali has played through a game right through into the late era. The current build is one of the most stable and solid ever of RevDCM *I think*.
Cheers.
 
Is the Archery Barrage borken, or am I not seeing something or can it not be used against barbarians? See screenshot, no 'barrage' button visable and the DCM Concepts part of the pedia isnt working.
 
@Ajidica
Are you sure you have it enabled in GlobalDefinesAlt.xml? Agree that the Civpaedia link is broken. However the entries in it don't tell you much anyway. I personally don't use archer bombardment because it means that defenses are too strong against AI attackers. The AI has not been properly adjusted to bring in more compensating units during an attack, to handle archer bombard defenses.
Cheers.
 
I could have sworn archer bombardment was enabled. I'll check. Is using archer bombardment stable?
 
@Ajidica
It is very stable and is very tempting because it is a lot of fun, but you will find eventually over time that it "unbalances" the game as I was saying above.
Cheers.
 
Archer bombardment wasnt enabled, I need to check option at the start next time. When do you think you will have the stable stack attack version out?
 
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