Dales Combat Mod

Introducing Dale’s Combat Mod v1.03! Bombard your enemy units, improvements and cities using ranged bombardment, rain terror on the cities...

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Introducing Dale’s Combat Mod v1.03! Bombard your enemy units, improvements and cities using ranged bombardment, rain terror on the cities and units of your enemies with your cruise missiles and strategic nuclear warheads, play Nuclear Chicken with your super-power rivals with targeted nuke MAD (Mutually Assured Destruction) systems, and last but not least, for the first time in the Civilization series, use full combined arms stack attacking to destroy the armies of your enemies!

12 months in development! Alluded to by Firaxians in interviews before Civ IV’s release! The result of an extended discussion between Soren Johnson, Jon Schafer and a number of stacked combat supporters.

The challenge has been met!

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Dale’s Combat Mod v1.03!

Civilization.  The Grand Strategy Empire Builder.  Millions of fans World-wide.  Millions of games played, Empires forged, and battles fought.  Hang on a second, one versus one combat?  In a game of grand strategic depth and complexity there’s a 25-year old concept such as one versus one combat?

WELL NO MORE!

Introducing Dale’s Combat Mod v1.03!  Bombard your enemy units, improvements and cities using ranged bombardment, rain terror on the cities and units of your enemies with your cruise missiles and strategic nuclear warheads, play Nuclear Chicken with your super-power rivals with targeted nuke MAD (Mutually Assured Destruction) systems, and last but not least, for the first time in the Civilization series, use full combined arms stack attacking to destroy the armies of your enemies!

12 months in development!  Alluded to by Firaxians in interviews before Civ IV’s release!  The result of an extended discussion between Soren Johnson, Jon Schafer and a number of stacked combat supporters.

The challenge has been met!


Please drop in and leave a comment at:
CivFanatics: http://forums.civfanatics.com/showthread.php?t=168966
Apolyton: http://apolyton.net/forums/showthread.php?s=&threadid=151787

Installation:

To install and run DCM follow these simple steps:
Download the mod from Apolyton Directory: http://apolyton.net/dir/index.php?sid=478398081&id=5171&t=reviews&toprate=5.0000&tophits=5869&cat=354
Download the mod from CFC File DB: http://forums.civfanatics.com/downloads.php?do=file&id=2211
Unzip the file to ..\Sid Meiers Civilization 4\Mods\
Run Civilization 4 then select Advanced then Load a Mod then Dales Combat Mod.
Game will restart to load the new settings. From this point begin a new game as normal.


Features:

1. Ranged Field Bombardment:
In Civ IV the decision was made to change how bombarding units function.  They lost the ability to bombard in the field (or ocean) other units.  This rendered bombarding units as attacking units with their ability to cause collateral damage.  The combat mod returns bombarding units to a defensive unit with the return of field/ocean/coastal bombardment.  Further, bombarding units can bombard units, improvements and cities.  With the ranged ability these units can now bombard a number of tiles away.  EG: Artillery and battleships can now bombard 2 tiles away.  This functionality is possible on any unit with a simple addition to the unit’s XML definition.

2. Missiles:
Missile units are sorely missed in Civ IV.  The loss of such units as the V2 rocket, cruise missile and tactical nukes render the possibility of a Cold War impossible.  These units make their return in the combat mod.  Further, it is now possible to give the missile function (where the unit will be destroyed during combat) to any unit’s XML definition.  So kamikaze zero’s are now possible in a World War II Pacific scenario.  It is now possible to build cruise missiles and tactical nukes with my mod.

3. MAD System (Mutually Assured Destruction):
During the Cold War the USSR and the USA developed computerised automatic defence systems in case of an enemy Nuclear First Strike.  These systems were known as MAD systems.  This is now implemented within the combat mod.  Simply target your nukes at potential enemy’s cities to begin the standoff.  The MAD system will also provide valuable information on incoming targets from the enemy.  Rest easy in the knowledge that if a nuke is launched at you, that you’ll take out the bugger as well.

4. Combined Arms Stack Attack:
By far this component of the combat mod is the most ambitious change attempted in Civ IV so far.  Taking a mixture of the existing Civ IV un-modded one-on-one combat model and CTP2’s stacked combat model, a new model of combined arms stacks has been created.  Now, your entire stack of units will battle an enemy stack of units, working in unison to eliminate the enemy.  Your frontline troops will receive automatically air support, artillery support and ranged support.  Flankers will automatically attempt to out flank the enemy to strike at their backlines.  Fighters on carriers will automatically intercept enemy fighters, defending the fleet and striking at the enemy ships.  Artillery will automatically bombard the enemy from the safety of their backlines, while melee troops take the brunt of the fight.  Counter-battery fire will occur between archers and bombards.  Cavalry will ride around the enemy frontline to harass their catapults.  And more!  Best of all, this can be easily defined using three XML definitions in the unit’s XML file.

How it works:

1. Ranged Field Bombardment:
The use of the ranged field bombardment component is very simple.  When a bombarding unit is selected (eg: artillery or catapult) the unit’s bombarding range is highlighted on the map.  If you wish to bombard an adjacent target simply select the bombard icon and click on the target.  This will cause bombardment to occur.  This will end the unit’s turn.

2. Missiles:
To use the new missile units you need to have the unit selected.  Once selected you can choose to either rebase the unit (works the same as normal air units rebase) or to airdrop the missile.  To utilise the missile unit you click the airdrop mission and then select your target from the range as highlighted on the map.  Note that missile are use once units, and will be destroyed once used.

3. MAD:
Once you acquire some nukes you will begin to receive messages about incoming and outgoing targets.  Incoming targets indicates how many nukes of other Civs are targeted at your cities, and outgoing targets indicates how many of your nukes are targeted at other Civs cities.  To target a nuke you MUST be at peace with that Civ.  With the unit selected click on the Nuke button and then click on the target city.  A message will show indicating that a target lock has been attained.  Your unit will stay active next turn in case you want to rebase the unit or change the target.  Simple fortify the unit if you do not wish to give it any further instructions.  Once a unit has a target the target can be changed at any time.  Simple select the unit, click on the Nuke button and then click on the target city.  The new target will be locked in.  If an enemy Civ launches a nuke at you, any nukes you have targeted at their cities will automatically launch in retaliation.  In this way you can ensure their destruction if they attempt your destruction.  To cancel a nukes target select the nuke, click the Nuke button and then click on the unit itself.  This will reset the MAD system and return the nuke to normal functions.  Also, if a nuke’s target is lost (EG: the target city is razed or changes owner) then the nuke which is targeted to that city will have the MAD functions reset and it will become active awaiting orders next turn.  You can then re-target the nuke or any other nuke function.  NOTE: if you are at war with a Civ you can launch a MAD nuke normally at their cities, even though the nuke has a target.

4. Combined Arms Stack Attack:
The combined arms stack attack (CASA) is in force at all times.  You do not need to do anything to “use” this function.  CASA will be automatically used in every combat.  Simply create a stack of units of up to 20 units (plus 10 transported units like fighters making 30 in total for the stack) and attack the enemy stack.  Combat will be resolved using CASA.  CASA works in the following way:

Setup attackers:
a.	Missile units perform attacks and explode into the enemy
b.	Units arranged in four lines: air, bombard, ranged, melee + flanking
c.	Only 20 units possible per line
d.	Transported units which can attack (EG: fighters, marines, etc) are included
Setup defenders:
e.	Units arranged in four lines: air, bombard, ranged, melee + flanking
f.	Only 20 units possible per line
g.	Transported units which can attack are included
Defence phase:
h.	Defender air units scramble to dog-fight attacking air units, and if no air units to dog-fight airstrike attackers
i.	Defender bombard units pick a target and bombard (preference on counter-battery fire on bombarders)
j.	Defender ranged units pick a target and strike (preference on counter-battery fire on ranged)
Attack phase:
k.	Attacker air units dog-fight defending air units, and if successful they airstrike defenders
l.	Attacker bombard units pick a target and bombard (preference on counter-battery fire on bombarders)
m.	Attacker ranged units pick a target and strike (preference on counter-battery fire on ranged)
n.	Attacker melee and flanking units do battle with defending units

For Mod-makers:

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.

To implement the features of this mod-pack mod-makers are required to:
Use the MISSION_BOMBARD from the file Civ4MissionInfos.xml
Use the INTERFACEMODE_BOMBARD from the file Civ4InterfaceModeInfos.xml
Create UnitClasses for their missile units in Civ4UnitClassInfos.xml
Add all the required tags to Civ4UnitSchema.xml (10 lines in total)
Add the required tags to their units in Civ4UnitInfos.xml
Add this DLL file to their mod (or use the source code to add my code to your DLL)

NOTE:
If adding my code from the source code supplied, you MUST retain all of my comments within the code.  All of my code is indicated with a comment beginning with “// Dale” so that is all you need to search the source files for.  Take caution with the files referring to Python as comments are not located with the changes, but indicate how to find the changes.


Credits:

Original discussion:
Dale Kent
Jon Shafer
Soren Johnson
Rob
Sirian
Isak
Solver
Raccoon
Kal-El

Design/coding:
Dale Kent

Special Thanks To:
Boneys26
Strategyonly
Jaybe
Platypus Rex
Kinjiru
All other Beta testers
CFC
Apolyton

Thanks everyone!
Dale

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Dale


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Registered 13th August 2006

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