[SDK] Dale's Combat Mod!

If you can post the saved game at the turn before I'd appreciate it. :)
 
Dale thanks a bunch, you have some great mod's here, hats off buddy. I don't think combined arms will work with my regiments mod because I have 8 figures comprising one unit, so the stacks are slow choppy and not working well, I plan to have several version of the game and will try out combined arms when I have the normal 3 figures per unit though. I found the link to your code factory, which allowed me to use the field bombardment mod independently, I can't thank you enough, and my galley's even have it's use now. Thanks for the extra effort getting this up for us individualized, and the extra help with the technical difficulties. You ROCK!
 
Gee, it happened again.

I started another -crappy- game to see if that event was rare or could happen more than once. I'm at war with the Americans, I have a pile of units, catapults and war elephants near an enemy city. During their turn they attack my stack, and after 3/4 casualties (I can't remember exactly) it freezes. I can't recall any other 'special' happening other than that attack. Dunno wheter it may be a reason of this strange crash.
 

Attachments

dale,
i was afraid you'd ask me to post my save-file ...
i dunno how to do it.
i have no upload space or sumpn ..
but fortunately DvD-IT seems to have exactly the same problem AND the capability to upload a save-game.
awesome!
and im sorry.
yours,
morbius
 
Does this work with Warlords?


Edit: Nevermind. Read through the rest of the topic and got my answer.
When do you expect a Warlords release?
 
Dale,

"WRL:
Old saves will not work with this mod as I changed the save format for the extra variables stored. New games have to be started."

How can I go and change this back, I've been tweaking a few features on my game, the simplest changes now like changing the uniform a unit wears, and I have to start all over. I mean i know I can use the world builder to get quick access to see what's changed, but what about next time I'm in a game and I get a good idea to change something, then it's either give up the game start all over, or write it down and wait.

Please tell me how to stop it from doing this.
 
OK, so I added field bombardment to ranged united. i.e. Archers and it works, works well to keep those stacking penalties from adding up. However it does use the cheesy explosion animation as I thought it would. I noticed on the galley's they use what appear to be flaming arrows during their bombardment. Plus if you make all combat tags in unitinfos.xml ranged in stead of melee they'll fire volleys of arrows at each other and won't close for combat. I'm betting if I can find one of those animation files and put it where the bombard animation is for archers, if in the unlikely instance it's distinguishes something like that, it will result in a shower of arrows, instead of unrealistic cannon fire. Can you help me here? Definitely feel a little over my head on that one.
 
@ Morbius: there's an option to attach your file
attachdy6.jpg
, but you have to 'Go Advanced', as the Quick Reply doesn't include file attachment.
 
Thanks for the saves. I'll check them out.

WRL:

You shouldn't have to start a new game if you're just making XML edits. But you definitely cannot continue a game from before you installed DCM.
As for animations, I have no idea. Your best bet is to ask your question in the general "creation & custom" forum. Sorry.
 
Hi Dale, awesome Mod!

One question occured to me, tho: Why didn't you bring back the army "meta-unit" from CTP? It made the massive troop movements in modern ages at least bearable. Sure, you can move the whole stack but it's still hugely cluttered on the screen imho. It's one reason modern age is so boring, bc with all the troops you need fighting wars is such a hazzle...
With all the late-game troop movement, this could also enhance performance slightly due to reducing the animation from 20 to 1, I suppose.

I never understood why Firaxis didn't give the GG/WL unit the ability to create an army, perhaps with lesser XP-Bonus but non-permanent so you can restock troops in your army or exchange them.
 
Think you missed this Q Dale. :P

What about ZOC? Do artillery shoot at enemies trying to bypass your unit/fort(with artillry in it)

Or is that still not possible?
 
Dale,

I have a save for ya. Same bug with the end-of-turn hanging the game. Reloading doesn't fix it. I'm not sure what the details are I played two or three times on v1.01. I would have posted others (beta) sooner but I assumed that I was having the same problems as other posters. So I made up an account to help out. This particular file is the turn just before it hangs up on "Waiting for Other Civs".

sop
 
Hi Dale Back on the case now mate.

end turn "waiting for other civ's" bug

8 civ's
Chieftain
custom continents
maps size: large
Climate: Temperate
sea level: medium
Era: Ancient
Speed: normal
Number of continents: one per civ
No city flipping from culture
raging barbs on
aggressive AI on
perm alliances on
require complete kills on
conquest on
domination on all others off
Mod v1.01

log's and saved game just hit end turn mate:thumbsup: (my modded units have all been taken out for testing this mod so the only units are the ones that came with the mod)

@morbius if you click private messages under your name ^ go down to the bottom left side of the screen and click attachments there you'll see all your old files just delete the ones you no longer need to have on the server :thumbsup:
 
Thanks everyone for the saves. They've really helped to isolate the problem.

Anyways, the good news is 1.02 is in final testing with me, so hopefully it'll be out soon. All saves that have been posted have progressed with the new build I'm testing. No lockups. Then I'll do the Warlords convert.

Ranbir:
No, there's no ZOC and bombard units do not automatically bombard units going past them.

Shigga:
In a way the stack is a mega-unit. In CTP you could only stack 12 units, but with my mod its more. Also, you can have multiple stacks on the one tile unlike CTP. I also think the animations look cooler this way too. :) You can still turn them off by using quick combat.
 
Dale said:
No, there's no ZOC and bombard units do not automatically bombard units going past them.
No problem with the ZOC (how many times did I declare war because a single warrior prevented me from going further in Civ 2? :lol:), but this attack of opportunity would be nice.
 
DCM Announcement!

It's a big day for this mod. :)

Version 1.02 has been released for Vanilla Civ 1.61 AND NOW Warlords!

Please see the first post for download links. :)

Dale
 
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