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[SDK] Dale's Combat Mod!

Discussion in 'Civ4 - Modpacks' started by Dale, Apr 27, 2006.

  1. Maniac

    Maniac Apolyton Sage

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    I think I found the reason for the complete wins of artillery versus cities.

    Withdrawal chance seems completely messed up.

    I tried out the mod (never done before, as I only play TAM & FfH - sorry :mischief: ) just to test some simple cavalry versus cavalry or cavalry versus machine gun. I noticed that my cavalry never retreated from battle. To test out my hypothesis that withdrawal was broken, I edited the Cavalry to have a 100% withdrawal chance. Now the cavalry unit wins every battle, even against vastly superior units. I guess this also explains why artillery with their high withdrawal chance often can decimate entire city defenses.
     
  2. Dom Pedro II

    Dom Pedro II Modder For Life

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    Fascinating, M@ni@c, thanks for going the extra mile I didn't ;)
     
  3. Dale

    Dale Mohawk Games Developer

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    Update:

    The next version of the combat mod will let you build missiles. Yep, cruise missiles, tactical nukes, etc. The code is so generic that you could create any sort of missile (not tested yet, but I'm fairly certain it'll work). Spys with the missile flag could become suicide bombers. Fighters with the missile flag could become kamikazees. Create a Boeing 747 unit and give it the flag to become a terrorist bomber. The combos are endless. :)

    M@ni@c:

    Thanks, I'll look into whats causing it.
     
  4. RogerBacon

    RogerBacon King

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    When you're finished are you planning on posting the source code so people can combine this mod with others?

    Roger Bacon
     
  5. Spartan117

    Spartan117 Immortal

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    interesting:goodjob:
     
  6. boneys26

    boneys26 BTS Play session tester

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    By flags do you mean just adding DOMAIN_MISSILE to the unit? if so do we need to add it anywhere else in the .xml files? can't wait ........

    do you want the missile file and .xml files to add to your game so you can test it? and see if its working

    (missile unit files. civ4artdefineunit.xml, you will need to add unitinfos.xml and unitclassinfos.xml unless you want mine) the missile works it just doesn't die as i've said untill i add your mod that is ;) and were waiting on animations from smitty but the unit looks good anyway...
     
  7. Dale

    Dale Mohawk Games Developer

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    Nah, nothing like that. Combat is what engages the missile. The extra flag goes at the end of the unit:

    <bDCMMissile>1</bDCMMissile>

    So effectively, you could add the flag to a spearman. Also, if you set <iNukeRange>1</iNukeRange> in the unit xml it will be a nuke as well. So you could set these two in the spy, and suddenly your spy is planting nukes in enemy cities. Something some people have wanted. :)

    Wait till I get the next beta out and add the required files. I've set up two new units but they are in no way balanced. I'm just using them for testing, and so folks can see how to create these units.

    Dale
     
  8. boneys26

    boneys26 BTS Play session tester

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    ok cool. I be hanging in here untill you post the beta hitting the refresh button every few seconds or I'll leave me lil man here

    meet bob------>:wavey:

    bob will let me know ;) :crazyeye: :lol:
     
  9. King Coltrane

    King Coltrane King

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    sorry for the delay, yeah that was the latest patch, but i guess maniac may have figured it out... who knows. but yeah i hope you fix the wothdrawl thing... in my opinion this is an aspect of civ that is missing. no armies are completely destroyed down to the last man repeatedly. every once in a while, sure, but not every time. heres an idea i like, that may be for another mod..., but what if depending on your civics, when an enemy retreats he can be captured and be A:forced into military service. B: forced into slavery. or C: treated as a POW and can be traded in the diplo screen. so there would be a new civic catagory i guess, called compassion or something that maybe ive seen around the forum. anyway thats my rant, but point is, it would be cool if more units had a higher withdrawl rate
     
  10. Dale

    Dale Mohawk Games Developer

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    I think I've found that bug. It is related to withdrawing units. Basically, if a unit withdraws before the end of the battle it's caught in the middle and destroyed past maxDamage. That's why the ? comes up, cuz it's strength is less than 0. Anyways, will hopefully be fixed in the next beta.

    Dale

    BTW, I will be setting it up so that units on either side can withdraw from the battle (effectively the same as routed).
     
  11. Serga

    Serga Civilized maniak

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    Can`t see animations during battles. Just zoom in and pause.. Sometimes even zoom out after battles not functional.
     
  12. Dom Pedro II

    Dom Pedro II Modder For Life

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    I had this same problem when zooming out after the battle was over.
     
  13. march15

    march15 Chieftain

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    Getting the same probelm Pedro and Serga describe while using the Regiment + Combat Mod.

    Looking foward to the new nuke system (especially the targetting and auto response). Would be nice to have a threat addition in the diplomacy screen.
    "If you don't give me that city we will nuke you" sort of threats.. Also threatening with conventional warfare would be nice.
     
  14. Dale

    Dale Mohawk Games Developer

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    I've completely disabled combat zoom for the mod. So regardless whether you turn it on or off in the options, the default of off will remain. This is to fix a graphics glitch.

    The invincible catapult bug is fixed.

    The withdraw bug is fixed.

    The combat log is fixed to display correctly A vs B and B vs A.

    Plus a number of other smaller things.

    The next beta is going to be pretty much stack attack and missiles finished. :)

    Dale
     
  15. Maniac

    Maniac Apolyton Sage

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    :goodjob:

    Btw, little request. Woud it be possible to provide two downloads, one without regiments and one with? Asking because I noticed most of the mod's size is currently due to the regiments, and not your own mod.
     
  16. march15

    march15 Chieftain

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    I mean.. I'm not seeing any animations whatsoever in half of the battles. Some work, some don't.
     
  17. Dale

    Dale Mohawk Games Developer

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    Gotcha. Let me guess, when ranged or bombarding units are involved?
     
  18. march15

    march15 Chieftain

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    yup, had some archers in the stack.
     
  19. Dale

    Dale Mohawk Games Developer

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    I have ranged bombardment working well. :)

    Pic 1: Bombard tile improvements


    Pic2: Or bombard cities


    Pic3: Units in the open


    Pic4: And cause collatoral damage


    Dale
     
  20. Dale

    Dale Mohawk Games Developer

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    Can't forget naval:

     

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