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-   -   better independents mod (http://forum.shrapnelgames.com/showthread.php?t=45708)

earcaraxe May 31st, 2010 06:13 AM

better independents mod
 
I noticed, if better indep, cbm, endgame div mod are active, then MA man's lord warden misteriously vanishes from the production list of the capital. It remains there if only cbm and endgame div is active.

I know this is a gigantic bug with farfetching consequences about the future of the universe and all.;)

Ragnarok-X May 31st, 2010 10:09 AM

Re: better independents mod
 
I have a similar problem. When playing MA Man, i have two recruits each for Lord Warden and normal Warden in the capitol. Other fortresses let me recruit normal wardens once, but the capitol has two entries each for the Commander and the troop warden.

Foodstamp May 31st, 2010 10:47 AM

Re: better independents mod
 
Quote:

Originally Posted by Ragnarok-X (Post 747308)
I have a similar problem. When playing MA Man, i have two recruits each for Lord Warden and normal Warden in the capitol. Other fortresses let me recruit normal wardens once, but the capitol has two entries each for the Commander and the troop warden.

Your issue is because one of the mods has set the lord warden and the warden as recruit anywhere troops. So in the capital, you get the site specific wardens and lord wardens and then the recruitable ones.

Ragnarok-X May 31st, 2010 11:24 AM

Re: better independents mod
 
How is that even possible ? I searched my active mod .dms for "warden" and i only came upon these:

Line 3295: -Warden
Line 4429: -Warden



-Warden
#selectmonster 65
#mapmove 2
#gcost 35
#mr 14
#end



-Warden
#selectmonster 1648
#gcost 35
#mapmove 2
#mr 12
#end

Foodstamp May 31st, 2010 12:39 PM

Re: better independents mod
 
Quote:

Originally Posted by Ragnarok-X (Post 747317)
How is that even possible ? I searched my active mod .dms for "warden" and i only came upon these:

Line 3295: -Warden
Line 4429: -Warden



-Warden
#selectmonster 65
#mapmove 2
#gcost 35
#mr 14
#end



-Warden
#selectmonster 1648
#gcost 35
#mapmove 2
#mr 12
#end

The term "warden" is not needed, a better search would have been "selectmonster 65" and "selectmonster 1648". The default magic site for MA Man assigns the warden and the lord warden to the capital, if that site is not changed or overridden then the instances you listed would be the only instances of the warden in mods, the extra wardens could be coming from the default game.

To get rid of the extra wardens, you need to:

Mod MA Man, using clearsites and adding a new startsite that does not have the two wardens, leave the rest of the stuff the same if you like.

Ragnarok-X May 31st, 2010 05:48 PM

Re: better independents mod
 
I only pasted those parts from the sombres latecombo mod.
Looking further into the .dm i see this.

--Man ME

#newsite 800
#name "Forest of Avalon "
#homemon 64
#gems 6 3
#path 6
#end

#selectnation 30
#addreccom 212
#addrecunit 65
#clearsites
#startsite "Forest of Avalon"
#startsite "Tower of Avalon"
#end



Now, currently i have 2 commander wardens and 2 troop wardens in my home province. Other castles have 1 commander warden and 1 troop warden. I take it that this is the problem.

#addreccom 212
#addrecunit 65

Its probably a bug, right ?



EDIT: I messaged sombre in this board.

rdonj May 31st, 2010 06:38 PM

Re: better independents mod
 
Do you mean you messaged sombre on this board, or the other one? Because if it was this one, he won't be reading it any time soon.

Foodstamp May 31st, 2010 07:18 PM

Re: better independents mod
 
If you eliminate those lines, the warden and lord warden will be capital only and only one instance of each will be listed in the recruitment screen. Is that what you were going for, or did you want them recruitable anywhere?

rdonj May 31st, 2010 07:23 PM

Re: better independents mod
 
CBM makes them recruit everywhere, so theoretically that should stay and the lines from the magic site be removed.


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