Quote:
Originally Posted by Korwin
Two questions:
1. CBM is not mandatory for the mod, right? (Just to be shure.)
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It does generate MA Man Woodsmen, MA/EA Agartha Pale Ones and LA Caelum some commander which are CBM only (possibly something else too). If the nation (or in a game with more than one random nation, any of the nations) doesn't have those, you should be fine. Any resembalance of balance in the nations is also tuned with CBM unit stats, but seeing how the balance of the nations isn't very good anyway, that is probably a minor concern in most cases.
To make the program 100% non-CBM compatible what you want to do is to go through every single text file in /unitlists/ and remove any line which's first number is over 2107 (highest vanilla unit id). I personally won't release such versions since I don't want to release a vanilla version with CBM-adjusted unit powers, and correcting unit powers to use vanilla unit stats is just too much work to be worth it.
Quote:
Originally Posted by Korwin
Two questions:
2.
Quote:
--- -> Reubenite Archer, Hoburg Crossbow, unit not found, Wet One, Abysian Infantry, Principe
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Unit not found? Is that bad, or does the nation have one fewer units?
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unit not found means the dom3db unitlist did not contain the unit and therefore Randomocalypse was unable to fetch a name for it from there.
Incidentally this probably means the unit was a CBM unit, since my dom3db dumb supplied for Randomocalypse only obviously contains vanilla units and one Pale One Soldier (3433, MA Agartha netter one) I added as a test for supporting mod units.
So basically, no, it should not cause problems if you are running non-modified unit lists and the natio should have normal amount of units too. This nation needs CBM to work properly though.