Here's the code;
The EDB Barracks section for the Barbarian culture,
Code:
building barracks
{
levels muster_field militia_barracks city_barracks army_barracks royal_barracks
{
muster_field requires factions { barbarian, roman, }
{
capability
{
recruit "tarascan slinger" 0 requires factions { barbarian, roman, }
}
construction 2
cost 400
settlement_min village
upgrades
{
militia_barracks
}
}
militia_barracks requires factions { barbarian, roman, }
{
capability
{
recruit "tarascan slinger" 0 requires factions { barbarian, roman, }
}
construction 3
cost 600
settlement_min town
upgrades
{
city_barracks
}
}
city_barracks requires factions { barbarian, roman, }
{
capability
{
recruit "tarascan slinger" 0 requires factions { barbarian, roman, }
}
construction 4
cost 1200
settlement_min large_town
upgrades
{
army_barracks
}
}
army_barracks requires factions { roman, }
{
capability
{
recruit "tarascan slinger" 0 requires factions { roman, }
}
construction 6
cost 2400
settlement_min city
upgrades
{
royal_barracks
}
}
royal_barracks requires factions { roman, }
{
capability
{
recruit "tarascan slinger" 0 requires factions { roman, }
}
construction 7
cost 4800
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
An example of a settlement coded with problem UI building card from the DS
Code:
settlement
{
level village
region Tribus_Chattii ;;Matlatzin
year_founded 0
population 800
settlement_tax 50
plan_set default_set
faction_creator dacia
building
{
type barracks muster_field
}
}
There are targas for the muster_field in the mod/data/ui/barbarian/buildings folder.
Can anyone see anything wrong with this?
As I mentioned, the coding is straight from the vanilla. The only change I made was to make the Slave faction part of the barbarian culture in descr_sm_factions.txt . I've also tried the EDB with 'barbarian' recruitment replaced with 'slave' and it still gives me the same CTD when ever I click on a slave settlement that contains the muster_field building.