[SDK] Dale's Combat Mod!

Jeckel said:
I didn't think nukes destroyed other nukes in Civ4. Isn't there an 'immunetonuke' xml tag?.

yes there is <bNukeImmune>0</bNukeImmune> :goodjob:

Jeckel said:
My question is this, do all nukes have to be pretargeted?
.

No Dale has just added the pretarget option to nukes as a retalition if nukes are fired at you first as well as the other options it could do before the mod.
thats why only your pretargeted nukes will fire back and not the ones that you have ordered to sleep;)
 
Not sure whats up. But when I load this mod I get a bunch of XML errors and when I try and play a custom game, I just get "You have been defeated" once the game loads.
 
Make sure NOTHING is in custom assets.

Also ensure that the mod is in C:\program files\...., not c:\documents and settings\..... civ4 folder.
 
Dale said:
Also ensure that the mod is in C:\program files\...., not c:\documents and settings\..... civ4 folder.


I keep seeing this:confused: . Am I the only one who can put a mod in this folder and it work? lol
 
Dale said:
Make sure NOTHING is in custom assets.

Nothing is in custom assests. I just did a fresh install not too long ago as well.

Dale said:
Also ensure that the mod is in C:\program files\...., not c:\documents and settings\..... civ4 folder.

It's in the default mod directory, where I put every other mod (and they all load just fine).
 
What are the xml errors?
 
"Failed Loadking XML file XML\Units/CIV4UnitInfos.xml.[.\Fxml.cpp:133]Error parsing XML File -
File: XML\Units/Civ4UnitInfos.xml
Reason: The element 'bDCMBombRange' is used but no declared in the DTD/Schema.
Line: 9350, 19
Source: <bDCMBombRange></bDCmBombRange>"



After that I get about 15 Unit Tag errors.
 
In the folder mods\dales combat mod\assets\xml\units is there a file called: CIV4UnitSchema.xml?

That'll be what you're missing. Re-download the mod.
 
Dale said:
In the folder mods\dales combat mod\assets\xml\units is there a file called: CIV4UnitSchema.xml?

Yes, that file was present.

Dale said:
That'll be what you're missing. Re-download the mod.

Re-downloaded it, same outcome.

Although, this is only happening with the Dale + Regiments version. I did not get these errors using the version withouth Regiments.
 
The regiments version hasn't been updated to the latest version yet. I only did it that once to see the effect.

I will do another regiments version soon.
 
when using this mod, and i "launch" a nuke (using air range/ strike button) and my units occupy the square in which the nuke effects i declare war ON MYSELF! its weird, i think u forgot to add in that piece of code to prevent war against yourself. o and when is the MAD gonna be incorporated into this? i am looking forward to that. otherwise this is a pretty cool mod.
 
o i think that what was causing me to declare war on myself was due to the missile function having the unit be killed, apparently my missiles death was blamed on me thruogh the coding somehow and it made me declare war on myself. this is a bug and has to be fixed somehow.
 
LOL this could be fun (fighting yourself lol) I haven't seen this yet but I've had to start all over again due to a virus :mad: it got all 3 drives inc all my backed up civi files :cry: so i just spent the best part of 2 days formatting and reinstalling everything

Sisonpyh said:
After that I get about 15 Unit Tag errors.

this is just because of one error somewhere i had it before i missed out > on one of my units and because of that it put an error on every unit after that.
 
k, i've inserted this mod into my mod and now i have lot of wierd crashes and freezings.

- Civ4UnitInfos.xml new flag: bDCMFlanker (bool) indicates that the unit is a flanking unit during combat (edges of frontline) eg: cavalry
- Civ4UnitInfos.xml new flag: bDCMRanged (bool) indicates that the unit is a ranged unit during combat (second line of combat) eg: archers
- Civ4UnitInfos.xml new flag: bDCMBombard (bool) indicates that the unit is a bombarding unit during combat (third line of combat) eg: catapult

should it be like this?

<EarlyArtDefineTag>ART_DEF_UNIT_CAVALRY</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>,Art/Interface/Buttons/Units/Cavalry.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,6,2</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<bDCMFlanker>1</bDCMFlanker>
<FreePromotions/>
</UnitInfo>

and should i clasify all melee units like this?
and is fighting ok if i attack just with one unit ( not like one by one in army of group of my units with diferent types of ur clasifications )
 
Dale, this is the only thread I watch on the Civ4 forums. I am very excited to see this once it is finished. I loaned my Civ4 copy to a co-worker, but reading about your progress makes me want my Civ4 back. In the meantime I am still staying with making units for, and playing Civ3 until this mod matures and is ready. That and I have to teach myself how to animate units for Civ4. Anyway, this mod looks awesome.

I have to say this to anyone from Firaxis following Dale's work: Watch and learn.
 
Found a bug: Workers also try to defend in the middle of a stack (and always get killed).
 
darn .. is there a way just to get dll file for cruise and ranged nukes? :))) i put ur mod into my mod and this bordment drives me crazy ...
plz, just answer, can u make it in day or two or not, i want to update my mod with ur's sdk cruise missiles stuff.... or i should without it so far!?
 
After playing with this mod for a while, I have a couple thoughts.

Stacked combat is an interesting idea and shows great potential. However, there are a couple of flaws.

First, there are many cases where it's better to send a unit alone rather than a whole force, since you may get casualties in the latter. For example, sending a horse archer + spearman vs. another horse archer, often results in the death of your own horse archer since the enemy's horse archer will fight it before the spearman.

I understand the whole concept of flanking which you're trying to replicate, but there's also something called tactics. When you attack a horse archer, the figurative commander should know damn well that it would be much effective to send the spearman in first, or to get the spearman to protect the horse archers.

There's also the problem where even though you greatly outnumber an enemy force, you still often manage to lose a unit. For example, if I have 6 swordsmen and the opponent only has one, I often still lose a swordsman when attacking. That's ridiculous.

Finally, as someone already mentioned before, there needs to be some mechanism that allows a force to withdraw in the middle of combat. In vanilla combat, you can simply not attack any more if you're doing badly, but you can't do that here.

Overall good mod, just needs plenty of tweaking.
 
All bugs, comments etc above acknowledged. Will be acted on when I get the time (hopefully in the next few days).

MaxRiga:
Do you need just the missiles part do you, without the bombardment or stack attacking?
 
MaxRiga:
Do you need just the missiles part do you, without the bombardment or stack attacking?

yes,just missiles and ranged nukes, plz , give me dll for this abilities only ( it's already implontated into my mod, two units ( delited infantry ) fighter-cruise and fighter-nukecruise )

plz ....
 
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