Combining 2 mods

mark minnich

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Apr 30, 2018
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I am trying to use a mod called Super Settler (extends range to 10 for your initial settler) by Deliverator with Mynex's mod called More Starting Units which allows to have multiple settlers, scouts, and builders based on a file you have edited. I can't seem to combine the 2, any ideas would be appreciated.
 
Can you write links for that mods?

Anyway i have integrated really advanced setup light from LEEs, where i get that extra units. Its just copy having attention if some file doesnt write in same type of stuff, and manually copy the modinfo stuff.

LeeS - Really Advanced Setup Lite (INTEGRATED WITH MOD)
 
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Seems straight forward, you have to choose modinfo to modify and add the info of the other mod, I would suggest you edit the super settler one, to add the lua files of mynex (put the data folder of mynex inside super settler, where is the modinfo of super settler) you integrate with super settler .
 
Okay I tried using your RASL and inserted this
<Row UnitType="UNIT_SETTLER" NumberExtraUnits="4" Basemoves="10" AIMajPlayer="false" EraType="ERA_ANCIENT"/>
All I I did was add the Basemoves and RASL no longer works, no error.
 
Okay I tried using your RASL and inserted this
<Row UnitType="UNIT_SETTLER" NumberExtraUnits="4" Basemoves="10" AIMajPlayer="false" EraType="ERA_ANCIENT"/>
All I I did was add the Basemoves and RASL no longer works, no error.

RASL only serves to put extra units, all the rest is from super settler mod, so basemoves=10 does not work. What you have to do is to integrate one modinfo info into another one (copying files inside the other mod also).
 
I have tried a number of times to put More Starting Units by Mynex inside the Super Settler Mod info including moving the required files and changing pointers. All I get is that 1 super settler. I am at my wits end.
 
I tried it out with super settler and RASL and also didn't work, I think there´s some conflict with that super settler unit mod because this line (I never used): UPDATE MajorStartingUnits SET Unit ='UNIT_SUPER_SETTLER' WHERE Unit ='UNIT_SETTLER';

My suggestion is you to remove that SQL file of super settler (also in modinfo) and user replace unit in XML instead, example from my mod:
Code:
<UnitReplaces>
    <Row CivUniqueUnitType="UNIT_PASTOR_LUSITANO" ReplacesUnitType="UNIT_SCOUT"/>
  </UnitReplaces>

I have Pastor Lusitano at start game in my Portugal mod.
 
The current version of RASL that is available looks specifically for 'UNIT_SETTLER', which is why the failure.

It also pays no attention to unique versions of units and would give 'UNIT_SETTLER' if that was what was stated in the RASL table regardless of the contents of the <UnitReplaces> table.

I have an update in the works but it will be a few weeks (I guess) before I am ready to publish it. The new version waits until the player creates their capital city before implementing the extras from RASL, and uses the capital city's location as its "center-point" for determining where units can be placed. This should cure the specificity with 'UNIT_SETTLER' and also give compatibiliy to Gedemon's TSL systems (I am hoping). It should also cure the potential issue with saving and reloading multiple times on turn '0' which some people apparently were doing in order to get even more free stuff -- even though it would have been far simpler for them simply to add more stuff to the RASL tables if that was what they wanted.

The update will also deal with RaF compatibility issues.
 
I'd have to double-check the code for Unique Replacement versions so far as spawning units goes. I may have originally accounted for that in the code that reads from the RASL xml-tables and determines which units to spawn.

I wrote the original code you are running about a week after Civ6 was first released, and parts of the code I have to re-read in order to remember what it was that I was doing in those sections. I originally wrote the code for the RASL mod before there was a Civ6 SDK and before there was a Civ6 FireTuner available to help people along in the process of testing out their mods.

But in looking for the "center-tile" from which to calculate the unit-spawning, the current version of the RASL lua that you have is specifically looking for UNIT_SETTLER and nothing else, and if it does not find a UNIT_SETTLER, it does nothing so far as spawning units. Which is one of several reasons it fails to implement when someone is using Gedemon's TSL mod(s), and is most likely the reason it is failing for the super settler mod.

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[edit]

I looked through the code again. It is not written to account for Unique Replacement units. If you are stating UNIT_SCOUT in table <RASL_Units> and are instead getting a Unique Replacement UNIT_SOMETHING_ELSE then the game-core must be intercepting the attempt to give a player the wrong type of unit as defined by what is in the <UnitReplaces> table. Such a substitution of a default unit for a player's unique one is not being conducted by the RASL lua code.
 
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Well, it works for me, I always loved this mod because it really works! But probably works because I am integrating with a mod? Because if I remember well, not worked outside the mod.

So at first try with super settler and its working (at least for me)! I added two new super settlers, works even in R&F, here (the download bellow with the combining working):

Spoiler :

upload_2018-5-9_6-46-42.png


upload_2018-5-9_6-56-24.png

 

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