|
|
|
|
May 31st, 2010, 06:13 AM
|
Captain
|
|
Join Date: Mar 2010
Location: Budapest
Posts: 831
Thanks: 115
Thanked 8 Times in 8 Posts
|
|
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.
|
May 31st, 2010, 10:09 AM
|
|
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
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.
|
May 31st, 2010, 10:47 AM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
Re: better independents mod
Quote:
Originally Posted by Ragnarok-X
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.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
May 31st, 2010, 11:24 AM
|
|
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
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
|
May 31st, 2010, 12:39 PM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
Re: better independents mod
Quote:
Originally Posted by Ragnarok-X
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.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
May 31st, 2010, 05:48 PM
|
|
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
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.
|
May 31st, 2010, 06:38 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
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.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
|
May 31st, 2010, 07:18 PM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
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?
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
May 31st, 2010, 07:23 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: better independents mod
CBM makes them recruit everywhere, so theoretically that should stay and the lines from the magic site be removed.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|