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[SDK] Dale's Combat Mod!

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  • Hehehehhe. You can get some good noise with that MAD.

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    • I think I scared every animal on my block

      This can be done as PBEM?, provided both parties have the mod
      anti steam and proud of it

      CDO ....its OCD in alpha order like it should be

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      • Using version 1.02 for vanilla Civ, after some time playing the game wouldn't continue after clicking on the "end round" button: the rotating cursor won't disappear, and altthough I can access the menu with load/save, I'm not able to select/move any units.
        I found out the error does not appear when removing the barbarian unit shown on this screenshot:

        The green (AI) player has two archers and one galley unit on this square. I also attached the savegame after that the freeze occurs.

        Edit: I've started a new game, same problem at 740 AD. I'm wondering if I'm the only one with this issue as no one has reported anything like that in 1.02.
        Attached Files
        Last edited by inetd; August 21, 2006, 09:05.

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        • Thank you, Dale!
          Mod-makers are free to use the altered DLL supplied with this mod-pack, as long as this file, credits and my name are supplied with it.
          Haha, too bad! Su CASA is now my CASA! (Sorry, just had to make that pun.)

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          • 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

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            • ready for dl?
              anti steam and proud of it

              CDO ....its OCD in alpha order like it should be

              Comment


              • No not yet. This next version is 1.03, whilst the current dl one is 1.02.

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                • Dale,

                  This mod looks fantastic, "mod" is almost too small a word for it, it's a complete rework of one the core modules--combat. I can't wait to give it a try.

                  One question for you or anyone who's running it: How aware is the AI of the stack combat resolution? Does it "understand" the virtual tactical space and build accordingly? Or does it build stacks more or less the way it would if combat was resolved the vanilla way?

                  Thanks again for the hard work and the excellent looking mod.

                  Mr. Lucky
                  Suspect innovation. Shun novelty.

                  Comment


                  • Hi Dale.
                    I used your mod on Warlords and here's some feedback:
                    Field bombardment is great.
                    Stacked combat is what I mostly wanted and it's a great change. Unfortunately we don't see the battle as in CtP2. Since I don't think this is feasible, I wonder whether the text messages in the combat log could provide details about the battle? Not sure how easy that is, I didn't check the code.
                    I also wonder whether the odds shown when you prepare your move could be adjusted to take into account the stacked combat model rather than the default model, since it's not used?
                    I also have mixed feelings about some stack attacks where my siege units stay in the origin square while the melee units proceed and move into the city, leaving the siege engines easy prey for a counterstrike. I don't understand why/how the stack got split.
                    Last, my game hung, apparently when a stack of Greek riflemen/crossbowmen attacked a Persian cannon of mine. Warlords. Last autosave attached. Things gone wrong are around Corinth. I'm not sure the bug can be reproduced, but since I read there were other people experiencing game freezes, I attach it in case it can help.
                    Attached Files
                    Clash of Civilization team member
                    (a civ-like game whose goal is low micromanagement and good AI)
                    web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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                    • Warlords Mod Files don't exist!

                      File doesn't exist

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                      • It seems that there is a problem with archers or some stack attacks. When I use to attack with archers support they appear to dissengage and break the stack, so when AI use them enter on a loop and cannot continue.

                        I'm not sure, but by now this is what i think. Archers, and maybe other ranged units dont work well with stack attacks

                        i'm using 1.03 version

                        Edit: Well, there is a problem with the CASA, and not only with ranged units, sometimes units dont fight to death and the battle could not finish so game keep waiting till infinite.. Hope that could be solved soon, I love this new feature..
                        Last edited by Astharot; September 15, 2006, 15:21.

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                        • Problem found, i was using custom earth maps. On ingame maps all is fine.

                          Next obvious question is ofcourse how does one get a 18 player or a 24 player earth map into dale's mod?


                          grtz


                          using 1.03 dcm, but i cannot figure out where the bombard button went on catapults, trebuchets and al other artillery.

                          I cannot bombard...boehoe...

                          Any clue what might be the prob?


                          Thx and keep up the work on this mod, like it alot in combo with warlords.
                          Last edited by Thrax; September 18, 2006, 08:48.
                          The man who moves a mountain begins by carrying small stones...

                          Stones carried 113151..mountain still there..

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                          • Hey Dale! Greaaat mod - like it very much. Unfortunately i'm encountering same probs like some ppl above. The game continues normaly in the background - i can hit the function keys and see my advisor screens. But the turning wheel (mouse) does'nt disappear and the new turn will not begin. There's always the line "waiting for other civ's". The probs started when i first added catapults to my axemen/mounted bowmen - stacks. Hope you can fix that soon.

                            thx
                            Lars

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                            • The file is gone. Could someone please reupload it?

                              Comment


                              • try PM'ing Dale

                                I think its best for the author to re-upload, could be in the process of updating
                                anti steam and proud of it

                                CDO ....its OCD in alpha order like it should be

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