"Combat and Stacking Overhaul" not compatible

Hey, this might not be a mod compatibility problem.

You are getting the same error as another user here: http://forums.civfanatics.com/showthread.php?t=508891

Let me repeat some of the advice I have been giving in that thread:

Started testing the same combination after spotting this thread. It does look like a compatibility issue... I can confirm the problems mentioned above (non-functional queue and early marines etc for barbarians) appear only when the mods are used together. Separately, this does not occur. When testing, I'm starting fresh games with cleared cache and moduserdata, no in-game reload etc.

I would strongly suspect the RED dll is complicit, but need to compare logs when running these separately vs together.
 
I suspect that the modifications that the R.E.D DLL mod makes to unit scale and composition effects the units that the game loads since units that CEP depreciates appear.

Did you try the modinfo changes I outlined here? If loading the RED mods first doesn't solve the problem then the compatibility problems lie deeper.
 
I suspect that the modifications that the R.E.D DLL mod makes to unit scale and composition effects the units that the game loads since units that CEP depreciates appear.

Did you try the modinfo changes I outlined here? If loading the RED mods first doesn't solve the problem then the compatibility problems lie deeper.

The R.E.D. dll for the Combat mod doesn't actually have anything to do with the R.E.D. unit mod. It's a derivative of the dll from the WWII mod. The unit mod is strictly data and lua (along with the art resources). Those work fine with Cep.

I did have Cep and CSO going together with an earlier version of Cep (last week or so), so the trouble likely lies between some new feature Thal added after v3 and some component of CSO and the RED dll (which hasn't changed).

I got the same results earlier when I tried your suggestion with the references, but didn't have time to fiddle with it too much. Going to try it with the dll as a dependency. Beyond the tagging, I suppose we'd have to examine the source and the relevant part of Cep.

It would be nice to get these two to play together at some point. I absolutely love the Combat Stacking Overhaul. Aside from being fun, it solves a lot of unit logistics problems by allowing peaceful units to occupy the same tile. It also balances long games by letting you build more units (without having to render all of them).

edit: Your other suggestion (the additional nil value check in GetUnitSortPriority) does solve the broken queue, as hellagrant mentioned. I now see that those 3 modern units are immediately available for build. Have to look more closely at how Cep is removing those. Are those the only deprecated units?

edit2: After peering into Communitas' data changes for combat classes, statistics, unit costs, etc... balancing these two would make for a pretty ambitious submod project (small technical incompatibilities aside). The impact of stacked combat and the required lowered unit costs (to get more units on the board) aren't to be taken lightly. Gedemon's mod is experimental at this point (though functionally, it's working quite well). Balancing, which is preliminary, is derived from vanilla statistics. I'd say it would be wise to wait until both mods (particularly Cep) reach a more mature state before going down that rabbit hole :crazyeye:

Despite that, it would still be nice to locate the current conflict.
 
Hey, this might not be a mod compatibility problem.

You are getting the same error as another user here: http://forums.civfanatics.com/showthread.php?t=508891

Let me repeat some of the advice I have been giving in that thread:



EDIT: Please ignore the above. The error messages for both are completely different. I'm not sure what I was thinking.

No problem, thanks for looking into this and also teaching me about logging.

If you experienced guys get a chance to find a fix please let everyone on the forum know. Both are great mods and I believe there should be a possible solution.
 
Try replacing the following function at line 124 in the CEA__End.sql file:

Code:
UPDATE Units SET Cost = -1, ShowInPedia = 0, PrereqTech = 'TECH_FUTURE_TECH' WHERE Class IN (
	'UNITCLASS_ANTI_TANK_GUN'		,
	'UNITCLASS_MARINE'				,
	'UNITCLASS_PARATROOPER'			
);

If this doesn't remove the three then the sql is not firing or the load order isn't working or the DLL is modifying the xml somehow.
 
Try replacing the following function at line 124 in the CEA__End.sql file:

Code:
UPDATE Units SET Cost = -1, ShowInPedia = 0, PrereqTech = 'TECH_FUTURE_TECH' WHERE Class IN (
	'UNITCLASS_ANTI_TANK_GUN'		,
	'UNITCLASS_MARINE'				,
	'UNITCLASS_PARATROOPER'			
);

If this doesn't remove the three then the sql is not firing or the load order isn't working or the DLL is modifying the xml somehow.

Works! Good job.
 
I made two changes for v3.5.4:

1. Check "erasByTech[unitInfo.PrereqTech]" is not nil in ProductionPopup.lua
2. Set deleted unit PrereqTech to TECH_FUTURE_TECH instead of NULL

Is this what we needed?
 
I use unlimited units per plot (tile) with CEG and have no problems other than not being able to know who in the stack gets attacked first.
Find Plot Unit Limit in xml global defines and change it from 1 to how many units you want in a tile.
 
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