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Haven't tried it, have been on vacation. If I get time, I'll give you feedback.
 
FYI, looks like you forgot to include the 8AOW_ATTACKING_EMBARKED_REQUIREMENTS requirementset in Naval.xml - currently preventing the mod from loading.
Code:
[2798461.764] [Gameplay] ERROR: FOREIGN KEY constraint failed
[2798461.764] [Gameplay] ERROR: FOREIGN KEY constraint failed
[2798461.764] [Gameplay]: Validating Foreign Key Constraints...
[2798461.774] [Gameplay] ERROR: Invalid Reference on Modifiers.SubjectRequirementSetId - "8AOW_ATTACKING_EMBARKED_REQUIREMENTS" does not exist in RequirementSets
[2798461.783] [Gameplay]: Failed Validation.
 
Reporting the same issue as TCS. I see you have included it, though. It shouldnt care about load order. I believe it decides if things are in the table after putting everything in first.

I got the Steam version btw
 
I also have the Steam version. I took a quick look at it and the RequirementSet is there (I see it's defined in NavalClassChanges.xml), but for some reason it's not recognizing that it exists when it attempts to load Naval.xml. I don't know what would cause that, as it is elsewhere in the mod - perhaps specifying that AoWPromotions loads after AoWUnitChanges...? No idea if that would work, just a thought.
 
Its working. I assume this is the change that fixed it, since I didn't intentionally change anything else (workshop might've downloaded something though)
 
Hi this mod (17 Sep) is not compatible with
Community Quick User Interface - CQUI (5 Oct)
Dynamic Diplomacy (4 Sep, 28 Jul, 28 Jul)
Wondrous Wonders (30 Jul)
when all 4 mods were run together (no other mods were used). After pressing the button "Start Game", I was returned back to the main menu. But if I run any of the 3 (of listed 4 mods) together, I can create game as normal. (E.g. there is no problem running this mod together with "CQUI" and "Dynamic Diplomacy" or running this mod together with "CQUI" and "Wondrous Wonders".)

Could you fix this?

I get all 4 mods from Steam by subscribing to them. The dates in brackets are the last modified date of the mods.

It might be relevant to point out that "Dynamic Diplomacy (4 Sep, 28 Jul, 28 Jul)" is actually 3 mods: "Dynamic Diplomacy (Updated) (4 Sep)", "Dynamic Diplomacy (Australia DLC) (28 Jul)" and "Dynamic Diplomacy (Poland DLC) (28 Jul)", but written as though it is one mod to prevent wordiness. I also tested running all 4 mods but this time really without Dynamic Diplomacy (Australia DLC) (28 Jul)" and "Dynamic Diplomacy (Poland DLC) (28 Jul)", but it still doesn't create game.
 
Still the same problem where sometimes the mod simply doesn't work, kicking back out to the main screen. It seems to have something to do with load order, with something conflicting with other mods. This is the steam version btw
 
Logs still say invalid reference to 8AOW_ATTACKING_EMBARKED_REQUIREMENTS but it also says there is no UNIT_FUSILIER.

I don't see anything wrong in your code that would cause these parts to be buggy, nor anything wrong in those files that would cause the rest of the file to not be read. I have managed to get it working sometimes by disabling all mods and then enabling them one by one. This stops working the next time I start a game without going through this process. This makes me think it has something to do with load order of mods causing some weird conflict, but I don't see anything like that in the logs...

I will try only enabling your mod and see what happens.

Edit: Before even getting that far, I looked through the files again and noticed that some files put everything in <GameData> while others put everything in <GameInfo>. As far as I can tell, text goes in GameData and all gameplay changes go in GameInfo, but you have them mixed all over the place.

Edit x2: Ok your mod works on its own (that wouldve been too easy). With some suspicion I tried using only 8AoW and Wondrous Wonders... and boom. The only part where both mods even touch the same tables is in the units section. I think the issue is in the <TypeTags> table, but I don't see any conflicts.

Edit x3: I tried making your relevant file say <GameInfo> instead of <GameData>, and nothing changed. Then (without undoing the first change) I went into Wondrous Wonders and had its modinfo reference 8AoW, forcing 8AoW to load first. Now it works!

I really have no idea what the problem is though...
 
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Ok, looks like that didn't actually fix the problem. Sometimes it works and sometimes it doesn't. I am now thinking that it is about the load order of *your own* files, since you do not specify load order of any of the files. I'm going to try messing around with that and see if it works.

Basically, without changing anything from load to load (always fresh games though), sometimes it works and sometimes it doesn't.
 
Im finding that my quadriremes and frigates cant land attack even when adjacent to the unit id like to attack since i started using this mod, any idea why or is this a bug?
 
That sounds like a bug... Is it that they cannot attack at all or they get the -1000 "cannot attack land" penalty? Are you sure you are at war with your target? A screenshot might make things clearer.

I was attempting to attack a barbarian spearman on a coastal tile. I'll see if i cant find another one to try to attack. The ranged attack button was greyed out and there's no response on the unit when i attempt to right click to attack. They seem to attack naval units at range just fine.
 
This seems to be Incompatible with Quo's Combined tweaks, Any ideas on how to get these two to play nice?
 
That sounds like a bug... Is it that they cannot attack at all or they get the -1000 "cannot attack land" penalty? Are you sure you are at war with your target? A screenshot might make things clearer.
I also cannot attack land units with quadrireme (the ranged attack button is greyed out and unresponsive) .. but I could attack cities.
 
Okay, I've identified the ranged-class-naval-units-can't-attack-land-units-bug!! :)

It's because the game has changed the way the immortal works. If a unit has a higher melee strength than ranged strength, it counts as a melee unit that has the additional ability to perform a ranged attack. In 8AoW, all naval ranged units are in this category. You can see this by the way that a frigate can attack an enemy ship either by right clicking on it (performs a melee attack, both ships get damaged), or by selecting the ranged attack option manually (only the defender gets damaged). This means, however, than a quadrireme is seen as the game primarily as a melee naval unit, and so cannot attack land units.

I think I can get around this bug by giving +10 ranged strength to all relevant ships (so that the game sees them primarily as ranged units), while also giving them a promotion that gives -10 to all ranged attacks. Messy, but it should work. As an aside, I think that doing the opposite of this for naval hunters should prevent them from ever attacking land units without resorting to the -1000 penalty.

changing the following in your NavalUnitChanges.sql does do the trick and now I have a super quad! ... thanks and looking forward to your fix but at least I can continue that game.

UPDATE Units --24/30 (r1m2)
SET RangedCombat = RangedCombat - 1, Combat = Combat + 10, BaseMoves = BaseMoves - 1
WHERE UnitType = "UNIT_QUADRIREME"
OR UnitType IN (SELECT CivUniqueUnitType FROM UnitReplaces
WHERE ReplacesUnitType="UNIT_QUADRIREME");

UPDATE Units --24/30 (r1m2)
SET RangedCombat = RangedCombat + 10, Combat = Combat + 10, BaseMoves = BaseMoves - 1
WHERE UnitType = "UNIT_QUADRIREME"
OR UnitType IN (SELECT CivUniqueUnitType FROM UnitReplaces
WHERE ReplacesUnitType="UNIT_QUADRIREME");

Just from curiosity, I did also try to increase the range of the quadrimere (by appending , Range = Range +1) but it doesn't work ... can you tell me why?
 
That should work, are you sure that the syntax (ie, commas) are all correct?

Generally changing the unit table affects new units but not existing one, so that might be what's happening here too.

Hmm in this case it changed the existing one (increased RangedCombat) .. maybe thats why the Range increase didn't work though
 
Ran into an issue using this today. The Indonesian UU Jong, unlocked with the Mercenaries Civic in the Medieval Era, requires Niter. I assume this is inherited from your changes to the Frigate, which the Jong replaces for Indonesia.
 
It definitely limits their utility, as you need equal specific progression in both Tech and Civics to use them. Further, it's a break in the normal UU design philosophy. None of the UUs require a strategic resource in unmodded. It does not seem as if your mod changes this across the board, or at least a quick look through the files trying to find if Legions require Iron or Saka Horse Archers require Horses came up empty.
 
It seems to be working for me. It didn't work the first time but I disabled and re-enabled all my mods and now it's worked every time.

Also, is the Naval Hunter class really just an old class reworked? It would be annoying if all mods that try to effect all units through XML ended up not working for that because it's a new class =(
 
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