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Combat and Stacking Overhaul .3

new or saved game ?
 
I was wondering if there may be some Table, Log, or Cashed File of some sort that the game may be pulling from instead of the "Units.xml"
 
Well I can't for the life of me figure out where its pulling its info when I delete the code, so I edited the code to be what I wanted. I'm glad to report that the edited code works. Below are the changes I made.

Code:
/* Range Changes by MarblesXIII */
/* Range = 1 for some units */
UPDATE Units SET Range ='1' WHERE UnitType = 'UNIT_SLINGER';

/* Range = 2 for some units */
UPDATE Units SET Range ='2' WHERE UnitType = 'UNIT_MACHINE_GUN' OR UnitType = 'UNIT_ARCHER' OR UnitType = 'UNIT_CROSSBOWMAN' OR UnitType = 'UNIT_CATAPULT' OR UnitType = 'UNIT_FRIGATE' OR UnitType = 'UNIT_PRIVATEER';

/* Range = 3 for some units */
UPDATE Units SET Range ='3' WHERE UnitType = 'UNIT_BATTLESHIP' OR UnitType = 'UNIT_BRAZILIAN_MINAS_GERAES' OR UnitType = 'UNIT_FIELD_CANNON' OR UnitType = 'UNIT_BOMBARD' OR UnitType = 'UNIT_SUBMARINE';

/* Range = 4 for some units */
UPDATE Units SET Range ='4' WHERE UnitType = 'UNIT_ARTILLERY';

/* Range = 5 for some units */
UPDATE Units SET Range ='5' WHERE UnitType = 'UNIT_MISSILE_CRUISER' OR UnitType = 'UNIT_NUCLEAR_SUBMARINE' OR UnitType = 'UNIT_ROCKET_ARTILLERY';

/* End of Range Changes by MarblesXIII */
 
As civ6 modding is very limited at this moment, this is nowhere near the civ5 version of this mod, but it's a first step.

General Features
  • Strategic resources are used differently, they are not required but provide bonus to unit that should use them

Awesome work. I wanted to do something exactly like this in my mod but it looked very difficult. Glad you were able to. I was going to make it +25% prod bonus per copy of the strategic resource - not sure if that's possible.
 
It looks very juicy.
Thank you so much!
How about increasing the range of all siege units (Catapult)?

All sea / land units have a fire range of 1, except:
Battleship (and Minas Geraes): range 2
Rocket Artillery: range 3
Missile Cruiser / Nuclear Submarine: range 4
I'll second that. IRL That would reflect the relative IRL ranges.
 
Scout Auto-Explore missing? I know I was running this mod before the latest patch and my scouts could auto-explore, but now after changing some mods around I no longer have auto-explore. And yes, if I disable CSO, and start a fresh game its back, the auto-explore button is back.

Can anyone provide any guidance on how to re-enable this?

Thanks in advance.
 
Scout Auto-Explore missing? I know I was running this mod before the latest patch and my scouts could auto-explore, but now after changing some mods around I no longer have auto-explore. And yes, if I disable CSO, and start a fresh game its back, the auto-explore button is back.

Can anyone provide any guidance on how to re-enable this?

Thanks in advance.

It has something to do with changing the Scout and Rangers formation class to civilian so they stack with units. I don't know for sure if that is the reason but seems to be the most likely case.
 
As civ6 modding is very limited at this moment, this is nowhere near the civ5 version of this mod, but it's a first step.

General Features:
  • Most land and sea ranged units have a range of 1, except some late game units
  • One Recon or one Ranged unit can stack with a melee unit (and a support unit and a civilian unit)
  • Strategic resources are used differently, they are not required but provide bonus to unit that should use them
Detailed Features:

  • Cost of all military land units reduced by 25%
  • Cost of air units reduced by 15%
  • Land ranged and recon units moved to "Support" class
  • No combat scaling from difficulty setting
  • Anti-tank units are now ranged with new combat values
  • All sea/land units have a fire range of 1, except:
    • Battleship (and Minas Geraes) : range 2
    • Rocket Artillery : range 3
    • Missile Cruiser / Nuclear Submarine : range 4
  • Ranger ranged combat strength lowered to 50
  • Observation Balloon removed
  • City center has 3 air slots
  • Aerodrome are not required to build air units
  • Battering Ram and Siege Tower upgrade to Bombard (may change that to Military Engineer and give it the tower ability)
  • Reduced damage from combats
  • Reduced healing rate
  • Reduced bombard vs unit and ranged vs district penalty
  • District hitpoints lowered to 100 (from 200)
  • Added a bit of outter defense to the Palace, which also give (the very badly hardcoded) ranged attack to the capital at game start
  • Lowered outer defense value from walls
  • Strategic resources are no longer a requirement to build units or projects
  • Niter give +5 combat to : Musketman, Bombard, Crouching Tiger, Conquistador, Caravel, Frigate, Privateer, Seadog, Field Cannon, Cavalry, Cossack, RedCoat, Garde Imperial, Ironclad, Ranger
  • Niter give +1 food to all farm with the Chemistry tech (fertilizer)
  • Oil give +1 range to all air units
  • Oil give +1 movement to all mechanized units (except those using steam or nuclear propulsion)
  • Coal give +1 movement to Ironclad
  • Uranium give +2 movement to Nuclear Submarine
  • Iron give +100% production when building (and -50% cost when buying/upgrading) Swordsman or knight
  • Horses give +100% production when building (and -50% cost when buying/upgrading) Horseman, Heavy Chariot, Knight, Cavalry
  • Aluminum give +100% production when building (and -50% cost when buying/upgrading) Fighters, Bombers, Jet Fighters, Jet Bombers
  • Iron+Coal (for Industrial Steel) give +100% production when building (and -50% cost when buying/upgrading) Ironclad, Tank, Battleship, Aircraft Carrier, Destroyer, Submarine, Nuclear Submarien, Missile Cruiser and Modern Armor
  • Uranium give +200% production when building Nuclear or Thermonuclear devices
  • Uranium give +100% production when making the Manhattan or Operation Ivy projects
  • Uranium give +100% production when building Mars Reactor
  • Aluminum give +100% production when building Earth Satellite, Moon Landing, Mars Habitation, Mars Hydroponic and Mars Reactor
  • All units that can get a production bonus from strategic resource have their base cost multiplied by 2 (except Knight cost multiplied by 3 has it can get 2x 100% bonus from horse and iron)
  • Same for projects (with Nuclear/Thermonuclear devices and Mars reactor cost multiplied by 3)
  • Warmonger penalty greatly reduced for earlier eras
  • Warmonger penalty reduced for all declarations of war (except surprise war)
  • Warmonger penalty reduced when capturing cities (except for the last city of a minor civilization)

Those changes means that when you have the corresponding strategic resources the units will have the same cost as usual, but a higher cost if you don't have the resource.

Gedemon, nice mod. Noted that air unit can be build and does not require Aerodrome. Maybe would want to reconsider. In modern world context, can a fighter/bomber aircraft takeoff/land without an Aerodrome (Airport). Technology versus required campuses are different. A country needs both technology and the required infrastructure (Aerodrome) to launch and land an aircraft. This will make the game more realistic. Thanks. Also I have enjoyed playing with your world maps.
 
What's the problem exactly ?
 
What's the problem exactly ?

The AI is able to use the stacking features of your MOD, but myself playing as Rome can't use the stacking feature with the Modded units.

Edit: I've played with your MOD since release and it's hard for me to play without it. Heck I even played CivV with the version you released for that game.
 
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.
 
Ok I'll check it out. Thanks again for the reply.

By the way this MOD and your YNAEMP is a must have for me.
Thank you!!!

EDIT: Just wanted to let you know that this did work. After making the changes this MOD worked as programmed.
 
Last edited:
I would think city defense should move to one range tile as well. Absolutely amazing mod however !!!!
 
No ETA, working on something bigger using those combat rules.
 
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