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[SDK] Dale's Combat Mod!

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  • #16
    Re: yeah!!!

    Originally posted by aracuan_76
    yeah!!!!

    glorious and great battles are back!!!!
    Hehehe. Sure are. I'll try and post a pic of a massive battle between two armies (that one was with 5 units on each side) and post it.

    tell me something dear Dale,what exactly you didnt like in the stack attack system of cotp?
    it seems that u are using the same philosophy.
    personally,i didnt have any problem with cotp combat system,on the contact,it was i think its best point from entire game.
    Yes, stacked combat in CTP2 was its best feature. It was advanced, worked well, and was a good representation of tactical combat in a strategic game. However it can be improved. I am improving the CTP2 model with the use of formations.

    coastal bombardment...WOWOWOWOWOWOWOWWOW!!!!!
    at last the navies got the role that they should have.
    oh,and the artillery with the bombard ability are now able to repel them may i guess?
    And guess what, how about air support during modern battles? Would you like that too? Cuz I'll be adding that in as well.

    EDIT: Yes, artillery can bombard ships.

    Dale

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    • #17
      Will bombardments work on squares furture away than adjucent squares?
      Like one would be able to bombard a target on the other side of a montain, strait or something.

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      • #18
        perfect!

        thats nice!

        something i havent realise yet is about formations.
        i m quite sure that you are much clever from me so,you have the last reason for accomplising this.

        regarding land battles,the system now exists in civ 4 reminds me something like a duel between 2 units of an antire army!of course i dont agree with this,although sometimes suits me.

        i m sure that anyone remembers how important was the rule at sea in civ1,civ 2.ironclads first,then destroyers,battleships and cruisers then were wrecking havoc on coasts,destroying riflemen,defences,and other ships.and thats exactly the role of navy:cruise among the seas,and attack.not just escorting and wait to defend.
        now,this fantastic feature thanks to you,appears to be alive again,cause in civ 3(the worst)warships were limited only to escort transports.i was very sad for this.
        at least now,have and another role as well,to destroy the coast economy facilities(nets,platforms,etc).
        although i dint like cotp,i must admitt that posessed 2-3 really good,almost perfect features.one of them was of course the stack attack,and the other to destroy the trade routes.
        Thanks again Dale!if you accomplish your mod,then you trully deserve the"Sir"title.
        Last edited by aracuan_76; May 3, 2006, 05:13.

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        • #19
          As promised, a full on battle of 2 armies (10 units in each):


          Del:
          Bombardments will only be into adjacent squares. As I mentioned at Civfanatics, the standard is each square is 100km. No standard artillery fires that far. Rockets go that far, but not artillery shells, even rocket-assisted shells only go 60km.

          Dale

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          • #20
            unpatinet!

            wow!!!




            I CANT WAIT!!!!

            PLEASE GIVE US AN ETA!!!!

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            • #21
              Dale, are you considering artillery duel/suppression activities?

              From:
              Apolyton Civilization Forums > Civilization IV > Civ4-Strategy & Education > The trouble with siege weapons, post #10
              Originally posted by fed1943
              A siege weapon could not bombard (or take any action?) with a defensive siege weapon present; but, could do an artillery duel, between the two units without intervention by another unity.
              A most reasonable suggestion, and one that might even be simple enough to be workable within the game.

              Now: do they barrage or do they attack each other -- or can/must they do BOTH (barrage until opponent down to X%, then attack). I say this because at least WWII artillery duels were often mainly an attempt to suppress each other; not being feasible to destroy each other when without direct observation.

              Also, give fighter aircraft an ability to go after siege units directly when in a stack.

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              • #22
                Not at this point, but it can go in the suggestion box for later.

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                • #23
                  Couple of thoughts on features that I enjoyed from CTP2 that you might like to add in:

                  Withdraw option for attacker - if you make a mistake, realise that you're outmatched or just have units that do more damage with ranged weapons to allow hit and run tactics

                  City seiges - using bombard to reduce defenders strength/bonuses over several turns before launching an assault, makes more sense that the current Civ4 method of using 'suicide catapults'
                  "An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop" - Excession

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                  • #24
                    I think that if withdraw is implemented, then there should be a HP penalty for the attacker--i.e. the defender should get an extra "first strike" at the retreating forces. This is how retreat was handled in CTP2.
                    Those who live by the sword...get shot by those who live by the gun.

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                    • #25
                      Originally posted by Ijuin
                      I think that if withdraw is implemented, then there should be a HP penalty for the attacker--i.e. the defender should get an extra "first strike" at the retreating forces. This is how retreat was handled in CTP2.
                      Agreed.

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                      • #26
                        Dale,

                        After personally seeing some of the close-minded scoffing at the AOM forums about what can be accomplished in a civ4 mod, you know how much I want to see this mod succeed...

                        Best of luck!!!
                        Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
                        ...aisdhieort...dticcok...

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                        • #27
                          Hehehe. Like I said over there, you can do anything with Civ4 modding.

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                          • #28
                            The mod is currently at beta1 stage. Testing is internal at this point.

                            Dale

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                            • #29
                              Wow - this looks awesome. Looking forward to a public release...
                              "Stuie has the right idea" - Japher
                              "I trust Stuie and all involved." - SlowwHand
                              "Stuie is right...." - Guynemer

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                              • #30
                                Originally posted by Myrddin
                                Withdraw option for attacker - if you make a mistake, realise that you're outmatched or just have units that do more damage with ranged weapons to allow hit and run tactics
                                ...just a thought, but perhaps there should also be an option to withdraw for a defender too?

                                For example if a defender has 4 units in situ, and is attacked by an army twice the size a tactical withdrawal may be a better option?

                                Indeed, perhaps in some instances there could be a forced retreat (/rout?) either where one side has casualties* that are horrendously higher than the other, or if the combat strength+ of the opponent is too overwhelming?

                                * for example losses of 5:1 perhaps
                                + perhaps based on total combat strength of both armies (adjusted by factors)

                                Do love the concept!

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