[SDK] Dale's Combat Mod!

ANNOUNCEMENT!

Dale's Combat Mod has entered it's 3rd phase! The mod is now feature complete, and hopefully it's a short phase of fixing bugs. :)

Known bugs:
- AI fails to return a city when checking for a likely target (MAD Nukes)
- Combat results may display slowely in message area (CASA)

Please see the first post for details, instructions and downloading. :)

Dale
 
Dale,

Can you fix the NO SUPPLY and/or NO ZOC glaring problem of the game?
 
Thanks boneys & strategyonly. I'll look into the crash.

acd:
I'll address each point seperately.
1. Supply. I do not believe supply to be required as you wish the concept to work. Why? Because Civ4 already has a fairly complex supply model already drawn in. There is no need for a manual system.
2. ZOC. In a game on the scale of Civ4 it is a bit redundant to add ZOC. Why? Each plot on the map represents many square miles/kilometres of actual dirt. No division is going to be able to have distint control over that much land. And to extend it further into adjacent tiles is therefore extremely unrealistic. It is effectively stating that a division of troops can control many 100's of square miles/kilometres to a degree where they can stop an enemy division from walking in. In reality the two divisions could move around that distance away from each other and never actually see each other.

So I will not be looking into these concepts as these concepts are tactical concepts, not strategic concepts such as Civ4's.

Dale
 
Dale how do i use the pre-target for the icbm's? i've been playing around but i'm not getting anywhere with it. thanks mate

EDIT
Its ok :blush: guess it helps to read the first post:blush: anyway one problem has just came up i got to 2760bc and everything looks ok but it says "waiting for other civilizations" at end of turn but it doesn't do anything. it stays like that till i reload my saved game any ideas? also when i kill a barb its not saying so. my unit just runs into the square that the barb unit is on. theres no animations its as if my unit ran onto an empty square
 
Thanks for the save games. I'll investigate the cause today. :)

Dale
 
boneys26 said:
...one problem has just came up i got to 2760bc and everything looks ok but it says "waiting for other civilizations" at end of turn but it doesn't do anything...

Now that you mention this, I think I had the same thing happen to me a couple times with the last build of this mod. On mine, it hung on the waiting at around 1500 AD, and even if I reloaded the game, it still hung at the same spot. I honestly forgot I was running DCM and didn't think about reporting it here. Sorry. I have since saved over that game, and I haven't had the problem since.

Are combat animations now supported in this build? I'm going to download it now, but I won't have time to try it till tomorrow night at the earliest.
 
n003lb said:
Now that you mention this, I think I had the same thing happen to me a couple times with the last build of this mod. On mine, it hung on the waiting at around 1500 AD, and even if I reloaded the game, it still hung at the same spot. I honestly forgot I was running DCM and didn't think about reporting it here. Sorry. I have since saved over that game, and I haven't had the problem since.

Are combat animations now supported in this build? I'm going to download it now, but I won't have time to try it till tomorrow night at the earliest.


I've now started a new game and i'm on 1310bc and the problem hasn't came back yet so i think it maybe a one off thing i hope :sad: anyway loving this mod i think its great everyone should have it. I have it on auto load when civ starts;) its much better than the vanilla game. very nice work DALE:thumbsup: :worship: :thanx:

EDIT same problem just came back again mate:sad: hope the saved game helps:goodjob:
 
Okay, I've validated the bug and found the cause.

It is when a single flanking unit attacks. I'll be working on this one. In the meantime, if you want to continue a game that enters the non-ending AI turn, reload the save, open CTRL-W (before ending your turn) find the single flanker attacker and delete it. This should free up the turn.

Dale
 
Announcement!

Beta 3.1 released. See first post for details. :)

This version:
- AI freezup with Flanking attackers FIXED!
- AI not selecting a true city for MAD targets FIXED! AI now uses the proper military advisor Area-City targetting methods.
- A couple minor things.

Dale
 
thanks dale downloading now

EDIT
hi dale new problems at start of new game

my warrior won't move where i want so i told it to explore and it took its turn but didn't move also my settler won't move where i want, i went into world builder put a settler where i wanted, went back into the game and built london then hit end turn and the game stopped responding its happend every new game, i also tried a saved game but still the same problem.
 
Sorry bout that Boneys. My sourcesafe didn't update with the last changes I made. Grrrrr!

Anyways, 3.2 uploaded with the fix and a minor change to MAD. :)

Let me know how that one goes.

Dale.
 
lol thanks DALE I'll keep you posted at least i can move my units where i want them now:mischief: ;) :goodjob:

EDIT

Nicely done dale so far got to 2740bc no signs of any problems can't wait till i get some bombard units;)

EDIT2

its back again Dale mate got to 2200bc and it sticks to "waiting for other civilizations"
 
Hi Dale,

I'm using the latest version 3.2 and have a @waiting for other players' error.

I'm attaching the last two saves which I've played out numerous ways, but still get the error.
 
Thanks guys. :)
 
Found the bug, thanks guys.

It's when a non-attacking unit (IE: worker, settler, GP) is involved in the attacking stack.

BTW Boneys, for some reason I'm getting that your save file is the wrong version. You've got 1.61 running haven't you? It's not a Warlords save is it?

Dale
 
Dale said:
Found the bug, thanks guys.

It's when a non-attacking unit (IE: worker, settler, GP) is involved in the attacking stack.

BTW Boneys, for some reason I'm getting that your save file is the wrong version. You've got 1.61 running haven't you? It's not a Warlords save is it?

Dale

Yes mate its v1.61 but I think its because i'm using my own units with your tags oops:mischief:
 
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