[SDK] Dale's Combat Mod!

Fosse, CSimian those don't occur in the latest version (1.03 test version on page 25).

Venger, did you DL the version from the file database? If so, try the test version on page 25 and see if the same thing occurs from that save.

Proteus I'm still checking up on your file.

Dale
 
Proteus I've been unable to recreate the stall in your save. I followed your instructions and it goes through. I've played a few turns after and all. I tested this three times, each time successful. This is with the latest version (which I'm about to upload).

As such, since no reported bugs can be recreated on my latest build I will be uploading it as 1.03. Stay tuned. :)
 
1.03 for vanilla & Warlords uploaded!

See first post for details.

Dale

BTW, this marks the end of development of this mod. I will still be here, just development will be closing. :)
 
Coming. I'm packaging it now. :)
 
repeating -

hi dale
many players have enjoyed their games by using ur missile code in my mod . i want to thank you again and just ask, are there any new feautures in your files that you can give me ( only missiles dll ) to use in my mod ?
thank you
 
dale great work,

thank you for the great job,
i think v 1.03 is working well.

havent made full game yes,
just tested some of the stuff,

also merged your code with flying mode,
to my 5uu mod :)


***edit***

how do i see the mad nukes screen system? what is the hot key?
 
Dale said:
Proteus I've been unable to recreate the stall in your save. I followed your instructions and it goes through. I've played a few turns after and all. I tested this three times, each time successful. This is with the latest version (which I'm about to upload).

As such, since no reported bugs can be recreated on my latest build I will be uploading it as 1.03. Stay tuned. :)

Hm, tried it again, twice (To do this I downloaded the save I posted here, so that it´s exact the same file you used).
One time with the current Version of the DCM installed on the Computer (Testversion of Version 1.03) and the second time with the final Version of 1.03 available in the file repository.
They both gave me the endless spinning wheel.

To exactly recreate the events:
Turn 1255:
1. Pressed return to end turn 1255 BC
2. Barbarian Archer attacks Olibanum, gets beaten by the Quechua
3. Quechua finishes Monument, Chose Worker as next project
Turn 1240:
4. I activate the Quechua in Hyperbora, move it onto the coppermine and fortify it
5. Return to end turn
6. Barbs (2 Warriors) attack fortified Quechua on coppermine, obviosly got beaten by it (textmessage that states that my Quechua beat a barbarian)
7. Endlesss spinnning wheel


But maybe it isn´t this important, as it seems to happen only on rare occasions (happened only in this game, but not in the other games I played with DCM 1.03 so far [and by alternating the sequence of events, for example attacking the barbs instead of getting attacked, it is possible to play along without the bug occuring])
 
MaxRiga:

For your mod, no change was made to missiles. There was a bug in the full mod which stopped missiles working correctly, but this bug is not present in the version you are running. :)

keldath:

That's TheLopez's MAD nukes you're thinking of. I never added in a nuke target screen. :)

Proteus:

Totally wierd. I just tried it again and couldn't recreate doing your instructions to the letter. However it did occur in the old 1.02. *shrug* Don't know mate, sorry.

Dale
 
Dale said:
Proteus:

Totally wierd. I just tried it again and couldn't recreate doing your instructions to the letter. However it did occur in the old 1.02. *shrug* Don't know mate, sorry.

Dale

Strange.
But nevermind, as the endless spinning wheel can be avoided by changing the actions during the turns and it also happened only once to date, it doen´t affect gameplay.
Therefore I can only agree with the others that it´s a great mod, Dale :thumbsup:
 
Proteus said:
Hm, tried it again, twice (To do this I downloaded the save I posted here, so that it´s exact the same file you used).
One time with the current Version of the DCM installed on the Computer (Testversion of Version 1.03) and the second time with the final Version of 1.03 available in the file repository.
They both gave me the endless spinning wheel.

To exactly recreate the events:
Turn 1255:
1. Pressed return to end turn 1255 BC
2. Barbarian Archer attacks Olibanum, gets beaten by the Quechua
3. Quechua finishes Monument, Chose Worker as next project
Turn 1240:
4. I activate the Quechua in Hyperbora, move it onto the coppermine and fortify it
5. Return to end turn
6. Barbs (2 Warriors) attack fortified Quechua on coppermine, obviosly got beaten by it (textmessage that states that my Quechua beat a barbarian)
7. Endlesss spinnning wheel


But maybe it isn´t this important, as it seems to happen only on rare occasions (happened only in this game, but not in the other games I played with DCM 1.03 so far [and by alternating the sequence of events, for example attacking the barbs instead of getting attacked, it is possible to play along without the bug occuring])


why don't you do steps 1 to 6 then save and post that way all dale has to do is end turn.
 
Dale said:
1.03 for vanilla & Warlords uploaded!

See first post for details.

Dale

BTW, this marks the end of development of this mod. I will still be here, just development will be closing. :)
Does this mean you're going back to your day job?:mischief:
Btw, thanks for adding the option to turn off stack-attack.
 
boneys26 said:
why don't you do steps 1 to 6 then save and post that way all dale has to do is end turn.

It were just 4 actions (pressing return, choosing build, moving and fotifying the Quechua and pressing return again), the other 2 were events.

I don´t think that it makes a difference if he gets the same events and in 6. his Quechua wins against the warriors, but nevertheless, in this posting, I have included a save where every step has already been taken and he just has to press return (and hope his Quechua wins [which unfortunately cannot be guaranteed because of "new random seed on every turn" [but I got the same result on reloading so I hope it does for him, too]).
(as for my game settings: 1024*768 resolution and medium graphics settings)

To be honest, If Dale gets other results than myself I suspect the differences in hardware/mem perhaps being responsible for it.
 
Love the Combat Mod :) just wish I can use Rhye's Earth24 Map with the new combat features...is this even possible?
 
Proteus said:
It were just 4 actions (pressing return, choosing build, moving and fotifying the Quechua and pressing return again), the other 2 were events.

I don´t think that it makes a difference if he gets the same events and in 6. his Quechua wins against the warriors, but nevertheless, in this posting, I have included a save where every step has already been taken and he just has to press return (and hope his Quechua wins [which unfortunately cannot be guaranteed because of "new random seed on every turn" [but I got the same result on reloading so I hope it does for him, too]).
(as for my game settings: 1024*768 resolution and medium graphics settings)

To be honest, If Dale gets other results than myself I suspect the differences in hardware/mem perhaps being responsible for it.

no but it saves Dale alot of time if all he needs to do is end turn. just a thought any way:goodjob:


@Proteus I haven't seen this map you're talking about but if its just a map i don't see why it wouldn't work just give it a go it can't hurt but don't post any saves to dale if you do I was doing that foregettin about my modded units:rolleyes:
 
I just have to say thankyou to everyone for their support in the production of this mod. :) A special thanks to a small number who put up with some very buggy tests. :D Now as to why I'm stopping development of this mod (and others). I am engaged in something else which is going to fill in my time quite a bit. However you will see my work again, I can guarentee it. :)

Thanks all.

Wes:
Hehehe, not so much day job as "my other job". ;) I haven't even started it! :(

usnab04:
Rhye's 24 civ map won't work as I haven't increased the number of civs in this mod. However if you wanted to do it yourself you could download the source, make the change in CvDefines.h and recompile it. :)

Dale
 
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