The breaking script has something to do with the way the launcher works which is very disappointing :[ But did you make sure it doesn't edit any files that any other submod might edit from the launcher, and that you put any conflicting files in the same group?
Basicly without writing down the codes, this is how it works. (Now Im still deciding between pre-turnstart and every turn)
It checks every time a king comes of age if FTT = 1. using my mod the script adds FTT = 0, not using my mod adds FTT = 1. If FTT = 1, it runs whats in between. If FTT = 0, it ignores it (Which would be everything i would like too remove.)
Hope that makes sense
How does your workaround work, BTW?
My sub-mod doesn't touch the aging script, only when people die and come of age, which is in a completely separate file.
By all logical reasoning, it shouldn't break the aging script, but it does.
Well if you have two things that edit the same thing in two different files, then something is obviously not going to work.
My current workaround is almost done being written and then must be tested for faster turn times. I'm just afraid it won't make things faster at all xP
It breaks it without even touching it, somehow.
But aging is controlled by the campaign script. At least in SS.
Great, my Live Long and Prosper sub-mod is now breaking the aging script for no reason.
It doesn't even touch the campaign_script -_-
It'd be easy for me to quickly include new releases
Do work out the bugs, though, I won't be making a compilation for a few days at least, want to first play-test 6.3 and my own sub-mod.
Oh, speaking of the mod compilation. I would prefer you did not because i want to work out all the bugs first (such as no mods working with it, scripts not running)
The strangest bugs! But will be fixed soon
Ah I see. Stealing ideas now eh? xP I was half way through writing mine. Just been so busy I guess I just didn't finish it in time,,,, D:
But I can't find it? Where did you put it? Showing a blindman a book doesn't help