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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.;) |
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.
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Re: better independents mod
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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 |
Re: better independents mod
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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. |
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. |
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.
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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?
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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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