[SDK] Dale's Combat Mod!

Mexico said:
also in total realism is this code included, but for now, we got a CTD most times
it's lokk like problem with MAD part of code (sometimes AI got NULL pointer for target city) - but it is with old version of this code. now i am trying to fix this.
(update for new code will be in next release of TR, because lead to saved games incompatibility)

I've been trying to convince people that this is the case for a while...
 
I just started a game with the mod -- no other mods -- and got a large swatch of desert river tiles that were not flood plains.

Fractal map.

I can't believe for a moment that Dale needed to play with any sorts of map rules..... but it was weird and I thought it at least deserved mention.
 
Fosse said:
I just started a game with the mod -- no other mods -- and got a large swatch of desert river tiles that were not flood plains.

Fractal map.

I can't believe for a moment that Dale needed to play with any sorts of map rules..... but it was weird and I thought it at least deserved mention.


Dale hasn't done anything with the maps or map generator it may just be a one off bug but no others have had this problem even in the early days of testing when we had alot of strange things going on:confused:
 
Hey all,

Does this mod work with Mac? IE Are there .dlls or is it just XML and Python?

Thanks...
 
VaultDweller said:
Any chance this mod could be made compatible with 24-civ map mods (such as Rhye's or Giant Earth Map)?


I'm not to sure on this one if the 24civ map is in python or .xml format then yest its easy enough to do as this mod is mainly C++ (sdk) but if the map mod is using the sdk format then you'll have to speak to rhye to see if he will add it but with the sdk its alot of work not just adding Dales code but bug hunting aswell (If i had it my way this mod would be in the main game....Fraxis....next xp.....:mischief: )
 
The map mods of course usually have some XML components included, but they're just tweaks and have nothing to do with allowing 24-civ games. Any game that will have more than the standard maximum number of civs (18, methinks) requires a modified CvGameCoreDLL.dll to allow it.

I wouldn't suggest attempting to add Dale's code into the 24-civ mods. That would make no sense, as it's adding a considerable amount of code and major gameplay changes to a mod that otherwise changes very little. However, there's much less code involved in the 24-civ mods (or at least I assume such, as the file-size of the CvGameCoreDLL.dll file is unchanged in size). As such, I doubt it would be difficult to add the same functionality to Dale's mod.
 
Yeah i get ya, I don't think Dale will have the time for a while though :sad: he's working on some top secret project at the minute I can't say what it is cuz he won't tell me lol but if you wait around i'm sure he'll pop in some time and let ya know if he can or not mate :thumbsup:
 
I have a question...
When bombarding units inside a city with a tresbuchet, does it still get the 100% attack bonus? Or does that only occure when you use the tresbuchet for a direct attack on the city?
 
VaultDweller said:
Any chance this mod could be made compatible with 24-civ map mods (such as Rhye's or Giant Earth Map)?

Easy, download my code and copy into a fresh warlords DLL source folder (copying over the files). Open in your compiler then open CvDefines.h and edit the setting MAX_CIVS to 24. Compile. Voila. :)

Yeah i get ya, I don't think Dale will have the time for a while though he's working on some top secret project at the minute I can't say what it is cuz he won't tell me lol but if you wait around i'm sure he'll pop in some time and let ya know if he can or not mate

Hehehehe, and still working on it. ;)

Hey all,

Does this mod work with Mac? IE Are there .dlls or is it just XML and Python?

Thanks...

Macs don't use DLL files, they are specific to the Windows OS. So no, it doesn't work on Mac.

I have a question...
When bombarding units inside a city with a tresbuchet, does it still get the 100% attack bonus? Or does that only occure when you use the tresbuchet for a direct attack on the city?

The 100% bonus is only for direct attacks, not for bombarding.

Dale
 
lol Dale good to see ya again mate do i take it you got your own team of testers too? :( if not i'll test for ya ;) lol did you get my pm if so what do you think? or know ;) lmao
 
I have donwloaded it, but not actually tried the MOD, but it looks like something I have been missing in civilization for a long time!!! :goodjob:

A couple of questions though....

1) PBEM. I saw a reply earlier in the discussion that it does not work in PBEM, but are you planning a new version which does that?? Perhaaps a combat stack always goes around in a specific default way, and if attacked has a specific default way of responding in PBEM???
I know I would greatly appreciate if it works in PBEM!!!

2) Is there are way so that you can manually control your troops, saying what should attack who, and go where during the battle??? So that you could choose if the battle should be played automatically or manually??
obviously, not in PBEM, where it should always automatically against non-AI players.

/MensSana
 
MensSana said:
2) Is there are way so that you can manually control your troops, saying what should attack who, and go where during the battle??? So that you could choose if the battle should be played automatically or manually??
obviously, not in PBEM, where it should always automatically against non-AI players.

/MensSana


I think someones been playing medieval total war ;) lol i wish there was something like this in civilization games it would beat most strategy games if not all on sale now
 
boneys26 said:
I think someones been playing medieval total war ;) lol i wish there was something like this in civilization games it would beat most strategy games if not all on sale now

:) Guilty!! :)

But I agree, then civilization would beat the crap out of most strategic games out there. Ok, now I am not always very war oriented when I play Civ4, but I think that Civ4 is seriously lacking just that type of combat system. overall the game has improved a lot since Civ1, but we have the same lame combat system

/MensSana
 
Is there any bugs report link?

Anyhow to the moment everything goes fine with the mod, but two strange behaviours:

1. Units or stack of units "freeze" after combat, any kind of unit (I didn't test air just too early in my history) I have to select another unit to unfreeze the game and continue.

2. Destroyers lost the apacity to bombard from any range, is that in purpose?
 
Boneys:

Nah, didn't get ya pm, resend it!

MensSana:

I tried to elliminate all the bugs for PBEM in 1.03, but no real answer has been heard back from anyone trying it. I've heard a report of some guys (not CFC folks) running a PBEM game and they were over turn 200 with no problems. As for tactical combat? Sorry, at this point in time no one's implemented tactical map overlays, so this isn't possible...... yet. :)

GraveEatr:

You could do that in python. Just capture when MISSION_BOMBARD occurs and go from there checking if city, if buildings in city, pick a building, destroy it.

LaCiencia:

This is the thread to post bugs. :) 1. Unfortunately a hiccup with not having access to the graphic engine of the game. There's a couple of things that can't be fixed at this point due to that. 2. Yes, a deliberate change on my behalf. Destroyers have never been a full coastal bombard naval unit like battleships. They've been utilised in specific battles, like D-Day, but never on a regular basis. So I took it away. If you want it back just change the Civ4UnitInfos.xml definition for destroyers.

Dale
 
Dale,

I noticed when I use the Nuclear Cruise Missile, there is no mushroom cloud animation. Is that on purpose?

Also, how difficult would it be to try and code :yuck: into affecting a city that has been hit with a nuclear strike?



Also, did you get my PM?
 
GraveEatr said:
Dale,
I noticed when I use the Nuclear Cruise Missile, there is no mushroom cloud animation. Is that on purpose?
Also, how difficult would it be to try and code :yuck: into affecting a city that has been hit with a nuclear strike?
Also, did you get my PM?


Nuclear Cruise Missile:confused: its just a cruise missile no nuke in it :lol: thats why theres no mushroom cloud;)

PS, Sent the pm again dale :thumbsup:
 
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