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February 22, 2007, 12:39 AM
#1
Ordinarius
question about script
i read below that to avoid this mod crashing u must load the mod, activate the script, play for 2 turns then exit the game, and when u load it again avoid loading the script, is this correct?
my question is what are we missing in this mod by not loading the script as scripts are integral to most mods out there?
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February 22, 2007, 01:28 AM
#2
Re: question about script
for v6.05 the scripts are mostly at the start of the game (to build a proper family tree-could actually be a campaign script, now that I think of it) to aid the AI if they lose too much money, and to make the year into 4 turns.
Personally my way of doing it is to
1-play until/IF there is a CTD (to be honest I have experienced the CTDs a lot of ppl are reporting - heck should be more as I am playing experimental builds - but have also experienced games w/out any at all),
2-restart the game
3-press 'continue campaign'
4-run one turn w/out script, THEN
5-rerun the script (by clicking on the faction button or any settlement or any unit)
strangest thing you may get is a half summer/half winter turn after activating the script and/or a year jump but aside from that things usually proceed smoothly afterwards
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