Hey Burnsaber, a couple of things.
CBM has that typo "#selectnation31" -- you may want to fix that in your version of it.
And in regard to this:
Quote:
Originally Posted by Burnsaber
Hmm. I removed all traces of the coastal recruitment stuff, but this might be some sort of clash with the recruitment changes of CBM.
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I don't think you have -- at least not for Oceania as of v0.91. The code that does all that seems to still be in there:
Code:
-Turtle chief copy
#newmonster 2875
#copyspr 1293
#copystats 1293
#watershape 2875
#landshape 2874
#gcost 30
#end
#newmonster 2874
#copystats 1294
#copyspr 1294
#watershape 2875
#landshape 2874
#gcost 30
#end
-Turtle Chief -> Mermage
-Sea
#selectmonster 1293
#copystats 1415
#copyspr 1415
#magicskill 2 2
#magicskill 6 1
#end
-Land
#selectmonster 1294
#copystats 1416
#copyspr 1416
#magicskill 2 2
#magicskill 6 1
#custommagic 9984 100
#end
[ . . . . ]
#selectnation 48
#clearrec
#addrecunit 1056
#addrecunit 1046
#addrecunit 1291
#addrecunit 1048
#addrecunit 1041
#addrecunit 1043
#addrecunit 1045
#addrecunit 1408
#addreccom 1050
#addreccom 2875
#addreccom 1052
#addreccom 1054
#addreccom 1696
#addreccom 1293
#addreccom 1040
#addreccom 1038
#end
I had removed all this stuff in my own version of CBM long ago and forgotten about it, since I found it screws up Oceania's PD by providing it with a gimped, magic-less mermage. Now that I've been messing around and know a bit more about Dom3 modding, I realize it's probably a matter of the PD 2nd commander not being reassigned to the new unit ID or something, but as it, it does cause that problem. (See attached screenshot.)