Combat and Stacking Overhaul

CSO v.2 uploaded BTW

v.2 (Aug 27, 2013):
- BugFix: Naval units should not retreat
- Balance: Archer units can't attack naval units
- PatchFix: Separate alter table SQL queries from the insert in the new columns queries (1.0.3.70 fix)
 
Taking a fresh look at this today... :coffee:

With the game running, I see your dll is in memory, so no problem there.

The database log, however, is stating that StackClass doesn't exist. Yet when I look at the database, both StackClass and MaxStack are present in Units and contain the correct values (DEFAULT and 0). Similarly, your insertions to Defines are also present (city unit limits), but it's throwing a bunch of statements (Name is not unique). So the dll is active and database.sql is doing it's thing, but the log is off.

What's up with database.log? It looks like something isn't pointing at the correct database (i.e Civ5DebugDatabase.db).

EDIT: Just saw your post... no, no changes to database.sql. I'll update the mod and see what gives.
 
Same behavior in game with the mod update, slightly different errors in logs.

I still find it very odd that that I get the same result running the mod on my laptop installation (which is still at 1.0.3.18) whereas it worked fine here on my desktop prior to updating to 1.0.3.70. I'm doing a rollback of Windows on the desktop system to a few days ago to rule out Microsoft updates as a factor. The only common element between the two systems are MS updates and Steam client updates, both of which occurred around the same time I let Civ5 update on the desktop.

I take it you aren't seeing the same problems on your end?
 
I had your first problem with 1.0.3.70 (error when setting the stacking limitation in cities), which was fixed by moving the alter table block a few lines up.

edit: but don't lose sleep on that, AFAIK Firaxis is working on a hotfix (see the leader text problem thread), if it's related to DB, the hotfix may solve it.
 
I still have no stacking, vanilla unit costs, damage and city range no matter what combination of dll game options I try. That's with v2.

Yeah, I was watching the txt bug thread. I suppose I'll wait for Firaxis' fix before I try to decipher any more log output. Thanks though.
 
Got it working :eekdance:

I rebuilt v2 with the R.E.D. dll as a dependency instead of a reference and fixed the dll mod ID. The one in the reference tag must be for another build. One or both of those changes seems to have gotten everything sorted... no more stackClass error in the log and all the rules changes are in.

Not sure whether just correcting the ID would have worked, but thought I'd try it as a dependency after reading some of whoward's comments on unpredictable load ordering with references as well as Dennis' explanation of the txt_key bug. I'll have to try switching it back later. In any case, back to stack goodness :)
 
Got it working :eekdance:

I rebuilt v2 with the R.E.D. dll as a dependency instead of a reference and fixed the dll mod ID. The one in the reference tag must be for another build. One or both of those changes seems to have gotten everything sorted... no more stackClass error in the log and all the rules changes are in.

Not sure whether just correcting the ID would have worked, but thought I'd try it as a dependency after reading some of whoward's comments on unpredictable load ordering with references as well as Dennis' explanation of the txt_key bug. I'll have to try switching it back later. In any case, back to stack goodness :)

Well done ! :goodjob:

yes, the dependency with the DLL was not set, my bad :blush:

I'll fix that when back home next week.

The reference is for another mod I'm working on but not yet released.
 
Got it working :eekdance:

I rebuilt v2 with the R.E.D. dll as a dependency instead of a reference and fixed the dll mod ID. The one in the reference tag must be for another build. One or both of those changes seems to have gotten everything sorted... no more stackClass error in the log and all the rules changes are in.

Not sure whether just correcting the ID would have worked, but thought I'd try it as a dependency after reading some of whoward's comments on unpredictable load ordering with references as well as Dennis' explanation of the txt_key bug. I'll have to try switching it back later. In any case, back to stack goodness :)

Can you upload your files so that others can download? That would be awesome. I don't understand want rebuilt v2 with the RED DLL means.
 
Can you upload your files so that others can download? That would be awesome. I don't understand want rebuilt v2 with the RED DLL means.

Yes, if Gedemon is ok with it.

Let me take a look though, I think all you need is to fix the modinfo file...


Edit: In Combat and Stacking Overhaul (v 2).modinfo, try replacing this bit (lines 21-24)


Code:
  <Dependencies />
  <References>
    <Mod id="dea3cb9a-4b6b-46bb-82c4-9aba78f08213" minversion="0" maxversion="999" title="R.E.D. Xtended" />
  </References>

with this

Code:
  <Dependencies>
    <Mod id="2896c6d4-0273-4527-813b-b9ab58f0b95e" minversion="0" maxversion="999" title="R.E.D. DLL (v 6)" />
  </Dependencies>
  <References />
 
Yes, if Gedemon is ok with it.

Let me take a look though, I think all you need is to fix the modinfo file...


Edit: In Combat and Stacking Overhaul (v 2).modinfo, try replacing this bit (lines 21-24)


Code:
  <Dependencies />
  <References>
    <Mod id="dea3cb9a-4b6b-46bb-82c4-9aba78f08213" minversion="0" maxversion="999" title="R.E.D. Xtended" />
  </References>

with this

Code:
  <Dependencies>
    <Mod id="2896c6d4-0273-4527-813b-b9ab58f0b95e" minversion="0" maxversion="999" title="R.E.D. DLL (v 6)" />
  </Dependencies>
  <References />

Thanks. Works well.
 
Note: This bug doesn't specifically apply to this mod, but to the related UI for Unit Stacking mod, which doesn't have a thread.
Ok, this is a weird one. I was playing a game with a fair amount of mods loaded (13) when the game auto-updated to the new fall patch. Once it updated, I found that my trade routes couldn't update. Upon checking the trade route screen, I found picture 1. This was problematic, and after an hour of testing, I narrowed the problem down to the UI for Unit Stacking mod, which contains one overriding UI Lua file. This problem persists even when said mod is unloaded from the game. I checked the Lua Console in the Firetuner and found this:
Code:
Runtime Error: Assets\DLC\Expansion2\UI\InGame\Popups\TradeRouteHelpers.lua:236: attempt to call method 'GetInfluenceTradeRouteScienceBonus' (a nil value)
and further down, this:
Code:
 Runtime Error: C:\Users\Jacob\Documents\My Games\Sid Meier's Civilization 5\MODS\Cultural Diffusion (v 18)\Lua\CultureUIFunctions.lua:82: attempt to index field 'Text' (a nil value)
 

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Fantastic mod . I just have a doubt . How to activate the stacking option in the mod?
 
Thank you so much for putting this together - 1UPT and the silliness of archer units is one of the things that holds me back from really enjoying CiV. I am looking forward to this once I have BNW installed on my computer... if I find any bugs I'll try to report them.
 
Anyone know how you can turn off certain features? Such as:

Counter-Fire : ranged siege units can strike back at another siege or archer unit when the plot they are on is attacked. Archer units can only strike back at another archer unit.
Preparation Fire: all ranged siege units will provide a support fire to the first melee unit attacking from the plot they're on (if in range of the attacked plot)
Counter-Preparation fire: all siege and archer units (that include Gatling guns, machine guns and bazooka) will launch a defensive first strike when the plot they are on is attacked by a melee unit
 
Great MOD!

Where is V.2 of this download?

As well, what do I need to do to stack? I don't seem to be able to to.
 
Is there a way to keep units from advancing into a vacated hex against a retreating unit? And is it possible to keep units from following up in general?
 
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