[SDK] Dale's Combat Mod!

What might be cool might be if you had seperate Tac Nukes which-whilst having shorter range-can strike an enemy with little or no chance of auto-retaliation. This might make sub-based nukes VERY interesting ;)

Aussie_Lurker
 
Have just read through this thread (not yet downloaded, as I still have a demo game to go) and it really reads like a small gem! :goodjob:

Some remarks:
a) You stated that while your stack will be limited to 10 units (including cargo of ships) the AI may use up to 16 units of its units.

b) Furthermore, in the opening pages you mentioned that the attacker gets the ability to detect the defenders formation, while the defender gets the first shots.

To a): Admitting that I haven't tested it for my own yet, I would think that this ratio would be too much in favour of the defender. I acknowledge that this may be a matter of discussion or personal taste, so my question would be if there is some setting in .xml-files, to change this?

To b) Once again, clearly a matter of personal taste, but could this just be flipped? I think the attacker should get the advantage of determining when and where the first shot is to be fired, whilst the defender still is based in his "fortifications". Therefore, I would think that the first round of attack should go to the attacker, but at the cost of revealing his formation to the sight of the defender.

Just my thoughts. Otherwise, it sound absolutely impressive and will become a must have after said demo game is finished.
 
Aussie_Lurker said:
What might be cool might be if you had seperate Tac Nukes which-whilst having shorter range-can strike an enemy with little or no chance of auto-retaliation. This might make sub-based nukes VERY interesting ;)

Aussie_Lurker

Well, at the very least, the thing about having nukes on subs is that they're not in cities and are mobile and thus are not going to be destroyed in a nuclear attack on your cities. So you could potentially have a full rack of nukes even after the initial devestation.
 
Commander Bello said:
To b) Once again, clearly a matter of personal taste, but could this just be flipped? I think the attacker should get the advantage of determining when and where the first shot is to be fired, whilst the defender still is based in his "fortifications". Therefore, I would think that the first round of attack should go to the attacker, but at the cost of revealing his formation to the sight of the defender.

I have not tried the mod yet but my thoughts on this are:

If the Attacking stack has a bombardment unit - Cannon, Artillery etc. That unit should be the first to fire. Followed by defender bombardment.
Otherwise the defender should fire first as it is now.
 
Harrier said:
I have not tried the mod yet but my thoughts on this are:

If the Attacking stack has a bombardment unit - Cannon, Artillery etc. That unit should be the first to fire. Followed by defender bombardment.
Otherwise the defender should fire first as it is now.
The problem is that, IRL it is entirely situational, depending on local geography & weather, the mindset and coordination of the opposing forces (timid, methodical, chivalric, brash, impetuous), and especially the local commanders.

Therefore, who fires first (has the initiative, regardless of seige units), should be ... (blast of trumpets here): :)
RANDOM!

Seriously.
 
Personally, the less variables, the better I think.. I can see what you're saying if there wasn't stacked combat, but to be honest, the stacked combat makes me feel completely helpless. I can't see anything and there's no way to stop it once its started. At least with regular combat I only stand to lose one unit.

I've been thinking of a way to add a tactical screen and I think I've got it now... it wouldn't be 3D, but it would give the player some additional control over the battle.

Also, I think that catapults ought to get an additional bonus with bombardment when they're positioned on hills... and maybe a reduction if they're in forests and jungles since their view would be obstructed.
 
I also would like to see maxriga's request for just the cruise missle .dll so bombardments work. I use his mod also if you can get around to it, I know your busy. Thanks, keep up the good work :)
 
HI Dale just wanted to know how things are going, the tread has slowed down some what, I've been using the beta mod for a while now no problems as yet. Just miss the animations. If you can just give an update as to how you're getting on. Thanks mate
 
Work has begun again on the stack attack part now that the three smaller components are working. :)

Dale
 
Announcement!

Good news all! I have finally put an end to that bug in stack attack which caused "?" strength defenders. :D

Animations are now running. :)

Stay tuned for Beta3 coming soon......

Dale
 
Hey Dale, I've enjoyed all of your mods, and the ideas for this one sound fantastic. I just downloaded it and played a bit, and encountered what I think some other guys have mentioned about the combined arms/combat as a stack problem.

I was playing a huge map, Persians, very easy difficulty, just to cruise along, marathon speed, fractal map. Build Stonehenge, and kept cruising along. Got my second city, then sent out a warrior-worker pair to start running a road toward the center of the continent to try to cut off the AI growth. A bear attacks the pair and killed my worker, but left my warrior only somewhat wounded. I assume this is because damage is distributed among all units in a stack?

Seems like something you'd want to try to change IMO.

Thanks for all your work! I've enjoyed it a lot! Keep it up :)
 
Haven't tried the mod yet, and no time to read the whole thread, so sorry if this is a stupid question, but do the combat odds still show correctly?
 
Anthropoid said:
A bear attacks the pair and killed my worker, but left my warrior only somewhat wounded. I assume this is because damage is distributed among all units in a stack?

Seems like something you'd want to try to change IMO.

Thanks for all your work! I've enjoyed it a lot! Keep it up :)


the warrior was wounded as all the units in the stack now fight not like the vanilla game where only one unit fights the worker was lost as he has no defenceive power but the warrior killed off the bear getting bit doing so.

sorry about your loss:salute: and my spelling :blush:

DALE
what program do you use for your programming, compiling & debugging? I keep being pointed to this one http://www.turboexcel.com/freetrialnewc5.htm what do you think of it?
 
Actually, the worker got killed off because they're being sucked into the stack attack code and surrendering. ;)

But yes, damage is spread around the whole stack. The new way (how it'll be in beta3) is that the battle is not a "to the death" event. Both sides could end combat with surviving units, and damage will be spread around. So while you could go into battle with 10 units versus 7 units, you might still have 8 units left after combat (with the defender only having 2 or 3) but your units will have suffered damage. They might be useless till healed. :)

As for the program I use, I use what Firaxis uses: Microsoft Visual Studio .Net 2003 Enterprise edition. Hence why my DLL files are smaller than a lot of others made in other programs. :)

Dale
 
Dale said:
... (how it'll be in beta3) is that the battle is not a "to the death" event. Both sides could end combat with surviving units, and damage will be spread around. So while you could go into battle with 10 units versus 7 units, you might still have 8 units left after combat (with the defender only having 2 or 3) but your units will have suffered damage. ...
But, ... But, if combat isn't always to the death, you will fix a fundamental 'flaw' Civ has had from the beginning!! :crazyeye:

I don't know if I will be able to take that much happiness. :bounce:
 
I have just announced the combined arms stack attack component seperately in my mod code factory thread.

I am currently working on joining all four components together to finish Beta3 of DCM. :)

Dale
 
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