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March 24th, 2010, 06:20 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010
Quote:
Originally Posted by WraithLord
In my test game I can't recruit battle vestals. Are you sure they're there?- If so, I'm probably experiencing a conflict with another mod.
Also I can recruit varangian cap. as a unit.
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That's very odd.
Do you have any other mods enabled than CBM?
Also, it might cause odd behaviour if you enable this mod before enabling CBM (I have a warning about that in the OP, but it can be easy to miss).
So, when enabling this mod, enable CBM first and after that the "Pythium, the Second Empire". This is because the mod overwrites mmany CBM changes so it has to be enabled last so that the game reads it last.
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March 24th, 2010, 08:12 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
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Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010
Yes, I enabled the mod after CBM.
I have diversity and sprites mods on as well, I'll try w/o them.
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March 24th, 2010, 10:02 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010
Quote:
Originally Posted by WraithLord
Yes, I enabled the mod after CBM.
I have diversity and sprites mods on as well, I'll try w/o them.
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I took a quick look and this mod does not clash with either diversity or the sprites mod. The bugs you are having really sound like something CBM did (for example, the Varangian Captain overwrites the Emerald Guard unit, so it becomes recruitable troop if the game draws the recruitment list from CBM instead of this mod). Also the no "Battle Vestals" thing also points out to the game drawing the recruitment list from CBM, since in CBM the Battle Vestal is cap only (and thus produced from a site, not from the list). I don't know why your game is using the CBM list if you enabled it first, put this mechanic could be prone to mystic bugs we don't know depending on OS and other stuff.
Now that I think about it, I could just combine this mod with CBM. I will simply take the CBM mod, put this mod at the end of it. That "combination mod" should be pretty much clash free. I'll make that version once I get home.
Last edited by Burnsaber; March 24th, 2010 at 10:09 AM..
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March 24th, 2010, 11:08 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010
Yeah. I made sure to enable your mod after CBM. Since 1.6 is so common now it sounds like a great idea to make your sure your mod lives in peace with it. Thanks!
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