[SDK] Dale's Combat Mod!

No, cuz GameOptions in vanilla is broken. Firstly, if you add GameOptions they do not show in the list of options, and secondly, adding more than two disables the "Launch" button in Custom Games. This was all fixed for WL though.
 
I am at war with Ragnar. I have 2 large stacks poised outside one of his cities. It only seems to contain cruise missiles. For some reason when I attack, nothing happens except I see the message that I have been fired on from a missile causing 0% damage. I am unable to take the city. With every attack, all I see is the message. Am I doing something wrong?
 
Dale said:
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.
Dale


Just wanted to say thanks for your hard work Dale and good luck for the future. Lets just hope we see your work very soon;) :goodjob: do you have a ETA for it??:lol:
 
boneys26 said:
Just wanted to say thanks for your hard work Dale and good luck for the future. Lets just hope we see your work very soon;) :goodjob: do you have a ETA for it??:lol:


DITO, on this!!!!:goodjob:
 
First off thank you for creating this excellent mod...your work is appreciated.

Just a couple things I noticed and would like to mention....

It appears with this mod you lose the ability to have animations for missiles so you never get a visual representation of the weapon being utilized other than the text on the screen. This problem occurs with models that have new animations as well as using the vanilla animations. On your previous releases (the one with the recon bug) I used the tomahawk missile model with f-16 animations and was able to at least have the missile fly to the target (without explosion fx) when attacking. However, with this new version it is not possible. I don't fully remember, but when I did a test I think I deleted missioninfos.xml and the animation worked..perhaps that file has something to do with it....Any suggestions?

Also, you mention about giving another unit (i.e. SDI unit) a combat modifier against the missile to allow a chance for the missile to be shot down. However, with air units combat modifiers do not work...only Domain modifiers. So with the exception of using the "interception probability" option there is no way to make another unit have a bonus against the missile. If I up the interception probability I will increase the chance of it being intercepted but the same effect would apply to all aircraft as well (something that isn't desired).

Lastly, the sample files you provide makes the cruise missile use the icbm AI and I noticed they will not use it for the obvious reasons...the AI only started using missiles against me when I changed the AI to ATTACK_AIR.

Thanks again,
-ATG
 
Artillery and battleships can now bombard 2 tiles away. This functionality is possible on any unit with a simple addition to the unit’s XML definition.

Please tell me,,,what is the XML file and tag used to accomplish the above?
 
JammerK said:
Please tell me,,,what is the XML file and tag used to accomplish the above?


go to unitinfos.xml find dales tag

<bDCMBombard>1</bDCMBombard>
<iDCMBombRange>2</iDCMBombRange>

change the 2 to 1 for one square away or 3 to hit 3 squares away you get the idea:goodjob:
 
Another thing....

I have a private mod for personal use that contains a compilation of other mods. I am currently in the process of making certain units carry missiles (nuke sub, aegis, etc.). Can anyone confirm that the AI actually mounts missiles onto other units? I'd hate to implement this feature if the AI doesn't use it because that would be cheating.

If I am not mistaken I believe that this will not work...I know with the UNITAI_CARRIER option the AI can mount air units on a carrier, but I don't think there is the ability for the AI to mount air units onto other units.

Off the top of my head the only option that might work is if I give the Aegis for example the same AI as the transport (UNITAI_ASSAULT_SEA) and define a special cargo for the missile. Anyway, if anyone has any info please share.

@Keldath- Still no luck with the animations..Hoping Dave has some info/opinion on this.

-ATG
 
Well, been playing a game with this, nice concept and decent try, just too different from the stock engine to work well. Problems here and there, oddities and failure to load any non-autosaved games, etc. I think the final straw was when I spotted an unescorted transport of my enemy along the coast, I swooped in with a destroyer to sink it, and...WTF? I am having a fight with the INFANTRY on the boat. And then another. I had to kill the units with a higher defense IN the transport before I was finally allowed to defeat the transport itself.

Stacked combat is the way to go, but trying to meld it in Civ4 I think makes sort of a Frankenstein where you don't always get what you'd expect...

Venger
 
Anyone know if this works with SevoMod 3? I didn't notice any "conflicts" in the descriptions, but has anyone tested them together?

Cheers, and thanks a million for finally creating real artillery for Civ4! I got tired of the game a couple of months ago mainly because of the sucky vanilla arty and am now more than happy to make a comeback to the game. :)
 
nice mod :goodjob:

Ive never had such a hard time defending myself before & once the romans managed to get ahead in tech i was unable to stop my citys from falling like flies
 
ATG said:
Another thing....

I have a private mod for personal use that contains a compilation of other mods. I am currently in the process of making certain units carry missiles (nuke sub, aegis, etc.). Can anyone confirm that the AI actually mounts missiles onto other units? I'd hate to implement this feature if the AI doesn't use it because that would be cheating.

If I am not mistaken I believe that this will not work...I know with the UNITAI_CARRIER option the AI can mount air units on a carrier, but I don't think there is the ability for the AI to mount air units onto other units.

Off the top of my head the only option that might work is if I give the Aegis for example the same AI as the transport (UNITAI_ASSAULT_SEA) and define a special cargo for the missile. Anyway, if anyone has any info please share.

@Keldath- Still no luck with the animations..Hoping Dave has some info/opinion on this.

-ATG
I have been working on a new version of the Medmod, for those of you familiar with my work from Call-to-Power or Total War, which combines Dale's mod with some extensive unit modifications I have made.
I too have added the Aegis unit to the game, with the ability to carry conventional Cruise Missiles. Your unit AI proposal is a good one, though it would be a pleasant surprise if the AI were adaptable enough to use it. The MP'ers should still like it, though.
Nice catch on the Defense_Air and changing it to Attack_Air. I had made this same change, though I hadn't tested it yet.
Since Nuke Cruises should require the Manhatton Project, while conventional weapons shouldn't, I got a little creative and designated the conventional type as SpecialUnit_People, with Domain_Air. This combo should make the unit exclusive to the Aegis, though it does cause an error in the Civilopedia description.

One other "bug" in the DCM file is that Nuke Cruises cost the same as conventional ones, 100. Since ICBM's cost 500, you will probably want to change this. I picked 400 for my mod.

Btw, is there a bug with the game wherein airstrike missions can't be intercepted by patrolling planes, as opposed to airbomb(ard) missions? If so, does this bug exist for land units as well (SAM Infantry)?
 
Thanx Keldath I'll give that mod a try... This mod is ok, but is still buggy... How are we supposed to capture a city that has nothing but one fighter..? How are we supposed to capture a city when it has 14 nukes and 18 cruise missiles..?
 
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