[SDK] Dale's Combat Mod!

attacking second city. my stack 3 horse archers, 2 galli warriors, 2 catapults, 1 long bowman. mansa has 1 long bowman, and 1 axman. 1st attack i lost gallic warrior and long bowman. horse archers still have moves left , they kill the long bowman, but dont move into city. i take remaining horse archer with move left and sac the city. no ctd or glitches so far,
 
well got another update played to year 1675. destroyed mansa munsa. built and used trebucets. they worked fine. no crashes or any stability problems. good job dale!
 
Ket said:
Dale we noticed a CTD on TheLopez's MAD implementation and it may effect yours, you may want to test this out.

1) Multiple Nuke Target A City
2) Raze City either through normal or non normal methods
3) End Turn
4) CTD


When i've used mad i pre-select all the cities of the same civ i'm about to attack, then each city i raze or take over the nuke becomes active and awaits a new target (which is the way its ment to work) so no problem with Dales M,A,D. TheLopez's MAD mod is still in testing or was the last time i looked so He'll be working on bugs for a while like Dale has been. as with all mods doesn't matter how well you write the code you'll always have bugs I would love to meet anyone who's done a big mod without any bugs its all part of programming:(
 
I thnk there is a bug (probably an endless loop).

In this save I moved the Quechua defending Hyperborea from the city to the coppermine southeast of the city and fortified the unit, to protect the coppermine from the 2 barbarian warriors that appear below the cultural borders of Hyperborea.
From the animations it seems like they both attack (and I win the battle, at least I get the message "Your Quechua defeated a barbarian warrior" and my Quechua is still standing) but afterwards the game seems to wait endlessly for other civilizations (i.e. the animation of the turning wheel is running and the message said "waiting for other civilizations" without stopping), i.e. I cannot start the turn after the victory of my Quechua.

Edit:
I mistook the saves, this one is one turn before the turn mentioned, so you can get to this point if you just do nothing for this turn and in 1240 BC (i.e. next turn) move the Quechua from Hyperborea to the copper deposits (the barbarians should have moved to the right during turn 1255, so that, in 1240 they could reach the copper deposits with one move)
 
boneys26 said:
When i've used mad i pre-select all the cities of the same civ i'm about to attack, then each city i raze or take over the nuke becomes active and awaits a new target (which is the way its ment to work) so no problem with Dales M,A,D. TheLopez's MAD mod is still in testing or was the last time i looked so He'll be working on bugs for a while like Dale has been. as with all mods doesn't matter how well you write the code you'll always have bugs I would love to meet anyone who's done a big mod without any bugs its all part of programming:(

Of course there will be bugs! Been a programmer for a few years myself (about 12) If I had a dollar for every bug I've coded I would be richer than Gates...

Just wanted to pass along the potential snigglet just encase it was in issue over here (I have no idea how much code they shared)... Glad to see that its bug free.
 
"Purger.
From what Ive read the problem is caused from Dales combat mod- where an AI unit will be using a land based unit to bombard either a land tile square or a city with a naval ship inside it- from what I understand this causes a loop in the turn where the ai cannot continue or end its turn so you get the ctd.

Are you at a period in time where a civ has access to catapults or trebuchets?

I believe this is being worked on for correction."

Anyone know if this is true? Because if so, I'm not starting a game with this mod, knowing it could be stuck at any time..
 
Dale,

Found an interesting bug. I turned off the stack attack (I know, gasp), recompiled, and now my missile units won't die. It appears the code for the missile units is linked with the stack attack. Any hope of separating those mod packs.

Thanks!
 
Kel is the stuff that was posted earlier in the thread to you, the latest source code?
 
Keldath,

The latest one with Warlords (1.02). Missiles were not used after their airstrike, I could use them over and over and over... And yes I realize I am complaining about it, but it could become too unbalanced, especially with a tactical nuke.
 
CSimian,

in v 1.02 the missile wouldnt work right if you turned of the stack attack,

what i basicley did is use the source code fo the missiles from dales factory thread,
then ading missiles cant recon from version 1.02.

in the new source code tht dale release it suppose to work if you turn off the stack attack
 
Yep, same thing here - I had a Prateorian fortified outside a Barbarian city, he threw his stack at me, I defeated him, spinning wheel, waiting on other Civilizations... I imagine this is the poisoned stack thing with the Worker in the stack bit (though I thought the version I DL'ed had that fix built in, oh well...)

Venger
 
I got the waiting hang. File is too big for forum. I think I sent you a pm, but the email I set up may not be one I can communicate thru.
 
Okay - now get this. I reloaded from an auto-save a few turns earlier, and tried to avoid that same situation. This time, some 6 turns after the last failure, I moved a stack of Praetorians next to the city. This time they attacked, and lost, but the game continued and the lone worker was the lone survivor. Perhaps a problem with a worker attacking in a stack against a lone enemy unit?

Just an FYI...

Venger
P.S. I am worried the AI doesn't properly use stacks, or compute odds, or something, because the Barb AI at least insists on flinging archers at my Praetorians waiting in jungles and forests. Oh the humanity! Of course, it is just Barbs...
 
Back
Top Bottom