[SDK] Dale's Combat Mod!

Dale,
Tried a custom game started in Medievil times. It gave me the same hang after my turn was over. Restarting didn't help. Here's the save. *crosses fingers*
 
keldath said:
hi dale and all,

i merged the missile mod succssefully with one of my mods,

the cruise missile works fine,
but i also have the ability to do also recom missin - which in the vanilla dale, missiles dont have this ability

any idea why? perhaps i did somthing wrong?


I think it uses the fighter .xml code but I'm not to sure you'll have t wait for Dale to drop by to help mate :thumbsup:
 
I just checked out the SDK how-to thread at Apolyton, and it all seems like more than I care to get into.
From what I have read about this mod, the only problems or concerns players are having comes from the Stack Attack feature, and I will probably be one of them, due to my comp's relatively low RAM, half a gig, (got stuck with RDRAM).
Would it be too much trouble to post a version with everything except the Stack Attack feature?
 
WesW said:
I just checked out the SDK how-to thread at Apolyton, and it all seems like more than I care to get into.
From what I have read about this mod, the only problems or concerns players are having comes from the Stack Attack feature, and I will probably be one of them, due to my comp's relatively low RAM, half a gig, (got stuck with RDRAM).
Would it be too much trouble to post a version with everything except the Stack Attack feature?


LOL i think i got an old 128mb rdram around some where i'll post it ;) ya or put ad's in the papers for bust pc's if you get enough of them i'm sure you'll be able to build a good one from the parts:D
 
There was a strange occurence in one fight:

A barbarian archer attacked one of my cities which had a fortified quechua in it and a worker. But instead of the quechua getting attacked (and protecting the worker) the worker was being attacked and captured.
 
So how does the AI perform under these rules? Better? Worse? The same?
 
Just a quick update.

Now that I've finished my Age of Discovery scenario (check it out if you haven't already in the Civ4-Scenarios forum ;) ) I'm back onto this. This week I'll be bug hunting, so hopefully I'll get a new update out in about a week. :)

Thanks for everyone's patience and I'll do a full list of replies to all the questions soon.

Dale
 
The pre-warlords version desynced anyone that bombarded a city with a catapult while playing on the internet.

Is the desyncing multiplayer issue resolved?
 
It's going to be looked at. :)
 
dear Dale,it is wonderful that you make Ranged Field Bombardment possible.
but beside attacking units and cities,i would prefer that my archer can bomb enemy and protect my cities.
so i just edit CIV4UnitInfos.xml and make my archer have bomb ability.
although i make my archer bomb ,but it is a problem, my archer can't bomb inside my country,it only can attack in enemy country or mediate area.

do you mind teachering me how to solve the problem
wish you can excuse my poor English and lend me a hand,thanks!!
 
dh_epic said:
So how does the AI perform under these rules? Better? Worse? The same?


In my games the AI plays better. the AI has full use of this mod and it sure knows how to use it too. when you get into your own game you'll see how much the AI loves this mod too
 
hello dale,

im happy to say that i just tested the bombardment and missile mod from your mod on quiek game on future era - i bombarded, i missiled,

and all on multi player !!!! (lan)

i used the vannila coding from your factory thread...

though i also used the files from the complete mod - only on cvdefines - made stack on false = it also worked.

though i hope you can make an official version that will be fully comp with multiplayer game,
it would make a lot of us happy :0

also,
do you any intentions to try and work out some ai behaviour - perhaps to be more aggressive and less passive?
 
Dale said:
Just a quick update.

Now that I've finished my Age of Discovery scenario (check it out if you haven't already in the Civ4-Scenarios forum ;) ) I'm back onto this. This week I'll be bug hunting, so hopefully I'll get a new update out in about a week. :)

Thanks for everyone's patience and I'll do a full list of replies to all the questions soon.

Dale

Hi Dale,

first of all, as a looong time fan of the series (vet 0f the 1991-2 campaings of 8 bits LOL), I wish to congratulate you for this huge and deep development. Good work. You should be part of the dev team at Firaxis (telecommuting is a reality now). At least, you had the vission that they did not in terms of combat modeling.

Now, please solve the little bugs that prevent your mod of being perfect. I would like to start a new game with your mod, and without doubts about when a bug will explode in my face. Specially, bugs like the "no Great General points", and the "own country bombardments"...

Anyways, very good job! :goodjob:
 
Yep, this mod is good,
but I hope the problem with the GG points gets fixed soon,
as the GGs are an important part of warlords
and it takes a lot of fun out of the game not being able to get them.

(Seems btw. to be the only serious problem with the mod I encountered so far)
 
hi dale, a qaustion - or a bug?

i used your warlords v1.2 with my warlord md -

but i wanted to lwave the stack out - so i wrote "false" on the cvdefine.h file and compiled,

but it also - nutrelizes the missiles and make them not to diapear after a battle - the do not "explode"...

and if i turn it on true - the missiles work,

perhaps you can tell me what i need to change in what file to overcome this?

*one more thing,
i noticed that when a unit is range bombarding -
it doesnt "face" the enemy" its sets on a position and does the animation -but not towards the oponet unit. kinda wierd...
 
Just an update of where the next version is (hopefully the last):

To Do:

Civ4:
- Bug: AI ships trying to be head of stack in land battles
- Bug: Bombard OOS error in multi DONE (CvUnit::bombardRanged() rand changed to getSorenRandNum)
- Bug: Bombard in own territory DONE (CvUnit::canBombardRanged() fix)
- Bug: Missiles don't die if stack attack turned off DONE (CvUnit::updateCombat() && CvSelectionGroup::groupAttack() added missile drop out)
- Request: make CASA game option to turn on/off DONE (CvDefines.h && CvEnums.h)

Warlords:
- Bug: AI ships trying to be head of stack in land battles
- Bug: Bombard OOS error in multi DONE (CvUnit::bombardRanged() rand changed to getSorenRandNum)
- Bug: Bombard in own territory DONE (CvUnit::canBombardRanged() fix)
- Bug: Missiles don't die if stack attack turned off DONE (CvUnit::updateCombat() && CvSelectionGroup::groupAttack() added missile drop out)
- Bug: GG count in battle DONE (CvUnit::updateStackAttack() fix)
- Request: convert #defines to GAMEOPTION_ DONE (CvDefines.h && CvEnums.h)

Just on the gameoptions for both versions, the Civ4 version is an invisible gameoption. You will have to edit Civ4GameOptionInfos.xml to turn stack attacking on or off. However with Warlords because gameoptions are working correctly (they aren't in vanilla Civ4) they show up as proper options in the "Custom Game" game options.

Dale
 
CASA = Combined Arms Stack Attack.
Sounds like he made it switchable in the options menu.

Same seems to be with the defines. Sounds like he made certain values within the Defines alterable by the player through the game options.
 
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