Thanks, will that be save game compatible ?
Thanks, will that be save game compatible ?
the garrisons should be save game compatible but the resources stuff not.
Though the new garrisons will likely only affect newly constructed buildings ? it may also fix the existing buildings though
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steam version has now been updated.
Let me know if there are any issues still
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Will do but just started new campaign so it might be awhile before I reach the reforms
are the resources now there for you?
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Yes that part appears to be working properly, thanks.
Finally got around to the first reform and garrison units fine.
Also, I am playing on legendary, with Rome, and have noticed the AI does not manage their money very well. When I opened diplomacy with other factions the majority are weak, this is a first for me on legendary. I changed, lowered, the amount of time it takes to build new buildings and waited about 20-30 turns just defending my lands and that seems to have helped some. The only mod I am using is this mod, plus a world to explore and a camera mod I like. Just some feedback. Normally on legendary the AI has large amounts of funds...
Mercanary Celtic light horse has 2 riders per horse
will fix it for the updated patch 14 version (when 14 goes beta)
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I think quite a few horse units have double mounts.
yeah i noticed that as well
will probably release a fix for it tonight
Magnar Plays Magnar Mod: https://www.youtube.com/playlist?lis...r7s7EZQXeu3yaC
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Is it a bug when in Magna Grecia u r able to recruit without having built any barracks?
The object of war is not to die for your country but to make the other bastard die for his.
roman citizen units are available from the main citiy building.
Magnar Plays Magnar Mod: https://www.youtube.com/playlist?lis...r7s7EZQXeu3yaC
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I was looking at adjusting the effectiveness and/or level up for characters and I think this mod might have two conflicting tables :
character_experience_skill_tiers
mag_character_experience_skill_tiers
Looking at the experience threshold and skill points per level I think only the first one is functioning.
In my Rome campaign around 216 and I have noticed that a Scordisci General has messaged up army stances, 3 of them, one is Garrisoned, the other 2 are None, both the none stances have different effects and when he moved out of the city he still had those three. Also his garrison stance if different to one of his other generals after it moved into the city. To recap General has 2 'none' stances and still has the garrisoned stance when outside a settlement.
I've already informed Magnar about this but was wondering if any one else has noticed it.
Hey there Magnar, returned to rome 2 after the good-ish reports surrounding patch 14 and after a clean game install with the magnar files in place, including the script pack I seem to be getting access to the light mixed infantry reform unit as Lusitani straight away. Without meeting the criteria for the reform at all, they just show up as a recruitable unit straight away on turn 1. Only thing else I have running with the mod is the AAW music pack, but I doubt that would have any conflict with the script package.
Double posting because I cant edit my original post!
Here's a pic of what I mean.
The scripts are currently broken and we have no scripter to fix them so id advise against using the script pack until it is fixed.
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Is the raiding stance working as intended? It seems to have no effect in my campaign...