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[SDK] Dale's Combat Mod!

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  • #76
    I fell victim to the invincible catapult attack today (DCM+regiments b2.7). I had a stack (1 mace, 1 praetorian, 1 horse archer, 1 crossbow, 3 catapults) outside of Madrid. I had just used my cats to reduce its defense bonus. Isabella had a catapult (+ 3 archers) in there and at the start of the next turn that lone cat was where my stack was.

    Nothing in the combat log, no damaged units in Madrid.

    Pics & saved game available upon request.

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    • #77
      Tried (a little) and liked (much) this mod. Unfortunately, the game freezes after a while when pressing the end-of-turn button. I tried both with and without regiments and could not find a single reason as it freezes in different times and conditions. Without the mod, I played several "normal" games on my machine without any problems.

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      • #78
        Franz:

        Yeah sorry about that, has to do with AI battles (probably against barbs or animals).

        In the meantime, I have ranged bombardment working well.

        Pic 1: Bombard tile improvements


        Pic2: Or bombard cities


        Pic3: Units in the open


        Pic4: And cause collatoral damage


        Dale

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        • #79
          Can't forget naval:

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          • #80
            Nice! Good to see bombardment coming back.
            "Stuie has the right idea" - Japher
            "I trust Stuie and all involved." - SlowwHand
            "Stuie is right...." - Guynemer

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            • #81
              Oh, horrors! You haven't succumbed to the temptation of 2-tile artillery range, have you Dale?
              PLEASE reassure me that you have not.

              Sincerely,
              JB

              p.s., If you haven't, when is the next update expected??

              EDIT: Initial horror was due to 'gut reaction.' If it is backed with rationale and an AI ability to use, I could probably accept it.
              Last edited by Jaybe; June 6, 2006, 16:18.

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              • #82
                Jaybe:

                Do not fear, this bombardment is easily turned off by changing Civ4UnitInfos.xml so for arty bDCMBombRange is 1. Easily configurable.

                As for the next version, I'm working on the nastiest of bugs. You have a choice:

                1. Everything working perfectly except defenders sometimes remain with "?" as their strength.

                OR

                2. Everything working perfectly (including no "?" units) but no animation when the attacker wins.

                Dale

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                • #83
                  Originally posted by Dale
                  Jaybe:

                  Do not fear, this bombardment is easily turned off by changing Civ4UnitInfos.xml so for arty bDCMBombRange is 1. Easily configurable.

                  As for the next version, I'm working on the nastiest of bugs. You have a choice:

                  1. Everything working perfectly except defenders sometimes remain with "?" as their strength.
                  OR
                  2. Everything working perfectly (including no "?" units) but no animation when the attacker wins.
                  Please, not #1! The AI seem to have had some such experience: another CTD occured, and I have decided to terminate that game. (Same epic game where I lost 7-unit army to a catapult outside Madrid).

                  #2 would be fine. What animation would show when attacker wins, as opposed to when defender wins?

                  Thank you, and good bug hunting!

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                  • #84
                    Okay folks, I will be uploading another beta test soon. This beta will have fully functioning ranged field bombardment, missiles (conventional and nuke) as well as combined arms stack attack.

                    Note however that I have disabled animations for stack attack at this point as it is the cause of the bug that allows defenders with strength ? to remain on the field. This is what is causing all the lockups everyone has experienced.

                    I am still working on that part as I think the animations really make this concept spectacular. Sorry about this but we will get there in the end.

                    Dale

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                    • #85
                      Beta 2.9 now uploaded.

                      See first post for details.

                      Dale

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                      • #86
                        Announcing MAD: Pre-targetted nukes!

                        Shot 1: Pre target your nukes to citys of civs you fear will launch a nuke at you.


                        Shot 2: I've pre-targetted 4 of my nukes at Greek cities. (Status report on each nuke)


                        Shot 3: Oh no! Greece declares war and fires a nuke at me!


                        Shot 4: Hahaha! My nukes have decimated his 4 cities as an automatic response!


                        Basically, this mod allows you to select a target for a nuke in peacetime. If a nation launches a nuke at you, then your nukes (and any nukes of allies targetted at that player) will launch automatically in response. Then his pre-targetted nukes (and his allies) will automatically launch back in response.

                        Nuclear ping-pong! This situation is what the USA and USSR faced as a highly potential outcome during the 1960's. Recreate that environment with Dales MAD Mod!

                        Coming soon to Dales Combat Mod.......

                        Dale

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                        • #87
                          wow, automated nuclear response is what prevented the cold war (game theory or something like that)! great that you've got it in

                          so will you
                          1) know at all times that (and how many) automated nukes are targetting you (but not WHICH cities).
                          2) adapt the AI that he reconsiders nuking you if there are counter measures such as yours
                          3) decrease the global hatred on nuclear strikes if it's based on reactions (maybe only 50% of the impact)
                          ?

                          cool stuff
                          - Artificial Intelligence usually beats real stupidity
                          - Atheism is a nonprophet organization.

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                          • #88
                            What's the order ?

                            A
                            => First nuke launched at me
                            => My+allies nukes launched at attacker
                            => Attackers+his allies launched at me+my allies
                            => my+my allies nukes launched at his allies
                            => ...
                            => All nukes explode, all cities are dead.

                            or B
                            => first nuke launched at me
                            => one of my cities (+ all nukes in it) destroyed
                            => my nukes in other cities automaticly launch against him
                            => his cities (+ all nukes in them) destroyed
                            => if he has anything left, his nukes target me again



                            I assume it's A, so the attacker is assured all his nukes will have launched too. Otherwise the defender has a very big advantage.
                            no sig

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                            • #89
                              Option A. The MAD system comes with its own built-in early detection system.

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                              • #90
                                Any updates?
                                "Stuie has the right idea" - Japher
                                "I trust Stuie and all involved." - SlowwHand
                                "Stuie is right...." - Guynemer

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