Well, the small fix that was provided doesn't work at all now....
It was suggested that I recruit as many units as possible to ''safeguard'' my cash for the next turn.
Now, my profit at the end of the turn far exceeds 210k. Because of this, it leaves me with only 30k or so to spend during the turn. - Because of that, I can't recruit enough units to close the gap and spend enough per turn to get over the cap.
Do I seriously need to resort to add_money Brutii?, this is ridiculous....the cap is a huge mistake and has backfired on a colossal level.
Thoughts from the guys who worked on the project?
Someone also thought that the script was out of order. If it is, maybe someone could tell me what to check and I can post w/e.
Thanks











