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Combat and Stacking Overhaul .3

The only problem I have found is this amazing mod is not really compatible with other mods as for example MOAR UNITS are not effected by Combat and Stacking Overhaul.
 
Try to set a load order (see previous page)
Sir with all due respect I do not mean to be an invelant, but I have searched the LUA and SQL files and I have not found it. If you can direct me to it would be extremely appreciated. Thank you for attempting to help me out in the first place you have been outstanding !!
 
on the previous page:
Let's hope it can be fixed by loading order...

Try to open the "Combat and Stacking Overhaul.modinfo" file with a text editor, find this:
Code:
        <UpdateDatabase id="CSO_DB">
            <Items>
                <File>CSO_Rules.sql</File>
            </Items>
        </UpdateDatabase>

and replace it with:

Code:
        <UpdateDatabase id="CSO_DB">     
               <Properties>
                   <LoadOrder>1000</LoadOrder>
               </Properties>
            <Items>
                <File>CSO_Rules.sql</File>
            </Items>
        </UpdateDatabase>

If the modinfo of the other mod also has a <LoadOrder>, make sure to make the value in CSO higher.
 
Thank you sir your code worked !!! It was amazingly appreciated!! Me and my wife were playing HOT SEAT multiplayer together and she loved the changes with your mod. A question was brought up however? What code would need to be deleted to keep the mudded stacking but delete the other changes ? The only thing both me and her are little uncertain about is the changes to the RESOURCES. Me and her personnel miss the CIV V strategic resource counters.
 
open CSO_Rules.sql and delete everything under

Code:
-----------------------------------------------
-- Resources
-----------------------------------------------

(except maybe the part related to warmonger penalties, IDK if it's still needed since the last patch)
 
open CSO_Rules.sql and delete everything under

Code:
-----------------------------------------------
-- Resources
-----------------------------------------------

(except maybe the part related to warmonger penalties, IDK if it's still needed since the last patch)

Thank you sir, so when I was moving through the code I came upon

Thanks to hardcoding, range can't be changed and removing Outer Defense seems to be the only way to disable city ranged attack...
*/
/* Remove Walls */
/*
DELETE FROM Buildings WHERE BuildingType ='BUILDING_WALLS';
DELETE FROM BuildingPrereqs WHERE Building ='BUILDING_WALLS' or PrereqBuilding ='BUILDING_WALLS';
DELETE FROM ModifierArguments WHERE Value ='BUILDING_WALLS';

Is removing wall's part of your future plan? I honestly think its a good idea since the AI only struggles when their is wall. If their was a way to help the AI this would be one of them. Sadly the battering ram and the siege tower both become useless. Unless another use for them can be found.
 
The mod already lower the defensive value of walls.

Removing them make the domination victory too easy for a human player, the code was just there for testing the possibility of removing city attack as we can't change its hardcoded range and power.
 
The mod already lower the defensive value of walls.

Removing them make the domination victory too easy for a human player, the code was just there for testing the possibility of removing city attack as we can't change its hardcoded range and power.
Yes, I agree domination victory would be to easy. I was just trying to think in what way can the AI be helped and how can more realism be added to the strategic command sense of it.
Thank you for your replies and help honestly you have been jus outstanding. Not many developers are so in tuned in helping. It is much appreciated my friend. Honestly I'm really looking forward to your future plans as you are one of my favorite modders.
 
I try to play CSO together with Quo's Tweaks - but I cannot make all ranged units have range 1...
I tried the code with load orders, but no effect...
 
could you provide the database.log and modding.log after loading a game with both mods please ?

all units have range > 1, or are there only a few specifics ?
 
could you provide the database.log and modding.log after loading a game with both mods please ?

all units have range > 1, or are there only a few specifics ?

Most units have range 1, but the unique Roman catapult (onegar?) had 3, and bombard also has 3 (Quo's mod?)
 
is there a load order in Quo's Tweaks .modinfo ?
 
It should, if the units come from that mod. Try a very high number for CSO just to be sure.
 
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