Also there is a bug regarding the authority of the king - one turn I have 10 points, another 0 points.. I attached the save files.
Also there is a bug regarding the authority of the king - one turn I have 10 points, another 0 points.. I attached the save files.
My advice assumed that the monitor combo was only for one faction, multiple factions will require multiple 'first' monitors indeed, and their own counters. Otherwise one faction's building will increase the counter for all other factions - basically checking the number of globally created buildings.
Using IF sequences here is possible with only the event counter faction check in it but it will still require faction specific counters.There are obviously further monitors involved as indicated by the second event counter in the AI check IF sequence, but without knowing what you want to achieve and details of those monitors I am not able to ascertain whether it is a logical setting - other then that a counter is to be advanced when poland is controlled by the player. That is not influenced directly by the first monitor, but if you restrict the first monitor to the player then the IF sequence in the second monitor is superfluous as that monitor will anyhow only get executed when the player increases the counter in the first monitor. (scripts can be an exciting merry go round )Code:declare_counter number_tourney_fields_built_[faction1] declare_counter number_tourney_fields_built_[faction2] .../... monitor_event BuildingCompleted TrueCondition and SettlementBuildingFinished >= tourney_fields and not IsFactionAIControlled if I_EventCounter faction_turn_[faction1] > 0 inc_counter number_tourney_fields_built_[faction1] 1 end_if if I_EventCounter faction_turn_[faction2] > 0 inc_counter number_tourney_fields_built_[faction2] 1 end_if .../... end_monitor
Checking for buildings owned requires a settlement event with a faction check and the 'exist' condition for buildings. If you use an incremental counter here you will need to reset the counter at the faction's prefactionturnstart or the end of the slave turn. This approach is more common then yours as during the course of a game a faction may loose the settlements it has created the buildings in. Your approach allows for the possibility that the trigger may fire if the faction creates the building in their last remaining settlement whereas in the more common approach you may create more buildings then the total you use in your trigger.
The use of either approach is dependent on what info you wish to obtain: number of buildings created or number of buildings controlled\owned.
That's a system bug afaik. The only way to counter it would be a level check in the trigger (authority < 10) - which is counter productive if the trigger has multiple, other effects. To work around that you need a second trigger that test for the top level (authority = 10) and then applies the non authority effects.
Simple on the technical side but time consuming as you need to first identify which traits (and ancillaries!) convey authority.
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Does anyone else have problems with French and HRE cardinals becoming antipopes after turn 1? I started a campaign as Denmark and by turn 2 all their cardinals turned into antipopes. None of the other factions seem to have this problem?
Had instances of Hanseatic Guild with both limited and unlimited merchant recruitment. I noticed that the ones that are broken the most often are when I get these guilds before these events, like I did with France and Norway. Perhaps because the first trigger wasn't solved/fired, it doesn't know what to do?
Furthermore, I'd like to suggest, if possible, to either make the hanseatic guild a normal building instead of a guild that is limited by hidden regional resources, or at least give an unrelated landmark building in places where you can get it so you may more easily plan ahead what guilds you will be getting.
PS: Regarding Norway, while at it, their image points at the wrong place for their crowning. The actual place is Bergen or whatever it is called right now, which is also a castle, making it even less intuitive.
Last edited by RodriguesSting; December 05, 2020 at 06:14 PM.
Norway - you're right, there's a mess at the moment. Thanks for pointing at it. I think the sword in the image points at Roskilde for the Crown of Scandinavia for both NO and DK. Then in the Crown thread there's Bergen mentioned (I've just corrected it). Then in the code it's also Bergen - just corrected it for Roskilde for the next release to be in line with the map.
In the future I'll have to re-think it as Bergen seems a more historical choice (but the pic will have to be corrected).
Hanse building to be made a normal building - I'm very much of the same opinion. When (and if) we would make a serious modification of the building structure, I'd indeed go for it. I think it's a post-SSHIP_1.0 project though.
Unlimited merchants: I cannot see any reason why it would happen. Maybe there're an error for another building that gives the unlimited number (in this case Hanse would also give unlimited, it's not bulding-specific, it's global). I'll pay attention to it.
@GIGANTUS: this one should not produce that unlimited number?building guild_merchants_guild{
levels merchants_guild m_merchants_guild gm_merchants_guild
{
merchants_guild city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
...UNITS...
agent merchant 0 requires factions { northern_european, }
agent merchant 0 requires factions { middle_eastern, }
agent merchant 0 requires factions { eastern_european, }
agent merchant 0 requires factions { greek, }
agent merchant 0 requires factions { southern_european, }
agent_limit merchant 1
trade_base_income_bonus bonus 1
}
material wooden
construction 1
cost 2000
settlement_min city
upgrades
{
m_merchants_guild
}
}
Yes, indeed, I'm also thinking for a set of settlement-specific scripts, so perhaps it would replace my script we're discussing.warehouse city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level port shipwright and building_present_min_level logging_camp carpenter {
capability
{
agent merchant 0 requires factions { northern_european, } and hidden_resource pisa or hidden_resource venice or hidden_resource flanders
agent merchant 0 requires factions { middle_eastern, } and hidden_resource pisa or hidden_resource venice or hidden_resource flanders
agent merchant 0 requires factions { eastern_european, } and hidden_resource pisa or hidden_resource venice or hidden_resource flanders
agent merchant 0 requires factions { greek, } and hidden_resource pisa or hidden_resource venice or hidden_resource flanders
agent merchant 0 requires factions { southern_european, } and hidden_resource pisa or hidden_resource venice or hidden_resource flanders
agent_limit merchant 0
agent_limit merchant 1 requires factions { southern_european, northern_european, } and hidden_resource pisa or hidden_resource venice or hidden_resource flanders
law_bonus bonus -1
trade_base_income_bonus bonus 3
population_growth_bonus bonus 4
}
Code:; COOL-DOWN COUNTERS - add here many ifs for counters set_event_counter students_protest_cooldown 40 monitor_event PreFactionTurnStart not IsFactionAIControlled if I_EventCounter students_protest_cooldown < 40 inc_event_counter students_protest_cooldown 1 end_if end_monitor ;;;;; PARIS monitor_event SettlementTurnEnd SettlementName Paris and I_EventCounter is_the_player = 1 ; only for the player ; CATHOLIC RELIGIOUS RECRUITMENT set_counter Paris_catholic_recruitment_enabled 0 ; resets the counter each turn if GovernorInResidence and I_SettlementOwner Paris = france and I_IsFactionAIControlled france and PopulationOwnReligion > 50 and SettlementLoyaltyLevel > loyalty_disillusioned set_counter Paris_catholic_recruitment_enabled 1 ; counter to be used in EDB end_if ; UNIVERSITY STUDENTS' REVOLTS if RandomPercent < 10 ; 10% chance and SettlementBuildingExists >= university ; there's a university in the city and not I_EventCounter thinks_of_his_people > 0 ; Faction Leader hasn't trait "Thinks of his People" and not I_EventCounter FL_is_scholar > 0 ; Faction Leader hasn't trait "Scholar" and I_EventCounter students_protest_cooldown > 39 ; no more often than 20 years if GovernorInResidence ; if there's a governor and SettlementLoyaltyLevel < loyalty_content ; people must be unhappy and PopulationOwnReligion < 70 ; no religious cohesion in the city and RandomPercent < 10 ; at the end 1% chance (revolt every 100 years) add_settlement_turmoil Paris 4 ; + 20% unrest historic_event STUDENTS_PROTEST ; info visible only to the player given the character of monitor set_event_counter students_protest_cooldown 40 end_if if not GovernorInResidence ; if there's NO governor and SettlementLoyaltyLevel < loyalty_happy ; people may be even be content and PopulationOwnReligion < 90 ; there's some religious "others" in the city and RandomPercent < 20 ; at the end 2% chance (revolt every 50 years) add_settlement_turmoil Paris 8 ; + 40% unrest historic_event STUDENTS_PROTEST set_event_counter students_protest_cooldown 40 end_if end_if end_monitor
Last edited by Jurand of Cracow; December 06, 2020 at 12:42 PM.
I'm unfortunately continuing to encounter multiple CTDs on the Rebel turn in 0.97- this is with Patch F but no KCC. I can reboot fine and generally make it to the next turn after one or two more attempts, but it's hampering my enjoyment of the mod- I don't think I've ever made it more than five turns without a CTD
Indeed, although I may be wrong on non-impact on the crusades. Maybe the modifications VF has made actually does impact on the frequency of the crusades?
Anyway, it's one of the areas to be worked on by the dev team in the future.
I'm sorry to hear it, mate, especially that you're contributor to this mod. I'd suspect there's a problem with your built or your computer, given that there're people who report playing many turns without a CTD, and definitely not so recurrently.
Maybe you'd try download this version, that is simply my own SSHIP directory zipped and uploaded. It does include KCC and a few my more recent modifications. Some reported that it's worked for them well.
Last edited by Jurand of Cracow; December 06, 2020 at 11:47 AM.
Just for the record, the unlimited merchant bug seems to have fixed itself at some point. I thought restarting the game would do it, but not quite. Then, some turns later... it did. No idea how or why, but it is what it is.
Continuing my Norwegian campaign, I have just encountered a CTD after killing a FL of Denmark. I tried twice and both times - CTD.
Maybe you will find this info useful. Here is my save and log.
Regarding Norway, and POSSIBLY Denmark as well, I found some inconsistencies on their troop tree. Keep in mind, I am giving this report based on the building browser of Lund, and the current turn is 123.
- Landevaernmenn show up at 2 on City Watch and then never again, being apparently replaced, at first, by Spear Militia, and then Urban Spear Militia.
- Gestir show up at 1 on Archery Range and then never again.
As an aside and borderline suggestion, Veidmenn show up at 3 on Practice Range and go up to up to 5 at Marksman's. Not only they are better than generic Latin Archers, both on attack and armor, they are also very plentiful, and quick to recruit.
I may have some suggestions regarding these units, but this is not the place.
That's probably true, @RodriguesSting. This is part of the game that's been unchanged for the last 5 years. It is as it was in ver. 0.92. It's not bad but there're inconsistencies. Especially in the non-core factions. I've started to fix this part, first for Poland, then for Georgia. Look at this:
Code:;====================================================================================================================================;- Georgia bowyer ------------------------------------------------------------------------------------------------------------------- ; Mountain Archers recruit_pool "georgian light archer" 1 0.13 2 0 requires factions { georgia, } and not event_counter GEORGIAN2_GOLDEN_AGE 1 and hidden_resource georgia or hidden_resource armenia recruit_pool "georgian light archer" 1 0.17 2 0 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and hidden_resource georgia or hidden_resource armenia ; Levy Crossbowmen recruit_pool "Urban Crossbow Militia" 1 0.06 2 0 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter GEORGIAN4_CROSSBOW_IN_CAUCASUS 1 recruit_pool "Urban Crossbow Militia" 1 0.13 2 0 requires factions { georgia, } and event_counter GEORGIAN4_CROSSBOW_IN_CAUCASUS 1 and not event_counter GEORGIAN6_REVIVAL 1 recruit_pool "Urban Crossbow Militia" 1 0.17 2 0 requires factions { georgia, } and event_counter GEORGIAN6_REVIVAL 1Code:;============================================================================================================================================;- Georgia practice_range ------------------------------------------------------------------------------------------------------------------- ; Mountain Archers recruit_pool "georgian light archer" 1 0.17 2 0 requires factions { georgia, } and not event_counter GEORGIAN2_GOLDEN_AGE 1 and hidden_resource georgia or hidden_resource armenia recruit_pool "georgian light archer" 1 0.21 2 0 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and hidden_resource georgia or hidden_resource armenia ; Metsikovne Archers recruit_pool "georgian heavy archer" 1 0.04 2 0 requires factions { georgia, } and not event_counter GEORGIAN2_GOLDEN_AGE 1 and hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.09 2 0 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter GEORGIAN6_REVIVAL 1 and hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.13 2 0 requires factions { georgia, } and event_counter GEORGIAN6_REVIVAL 1 and hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.06 2 0 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter GEORGIAN6_REVIVAL 1 and not hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.09 2 0 requires factions { georgia, } and event_counter GEORGIAN6_REVIVAL 1 and not hidden_resource georgia ; Levy Crossbowmen recruit_pool "Urban Crossbow Militia" 1 0.09 2 0 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter GEORGIAN4_CROSSBOW_IN_CAUCASUS 1 recruit_pool "Urban Crossbow Militia" 1 0.17 3 1 requires factions { georgia, } and event_counter GEORGIAN4_CROSSBOW_IN_CAUCASUS 1 and not event_counter GEORGIAN6_REVIVAL 1 recruit_pool "Urban Crossbow Militia" 1 0.21 3 1 requires factions { georgia, } and event_counter GEORGIAN6_REVIVAL 1 and not event_counter GEORGIAN7_LAST_UNITED_KINGDOM 1 recruit_pool "Urban Crossbow Militia" 1 0.25 4 2 requires factions { georgia, } and event_counter GEORGIAN7_LAST_UNITED_KINGDOM 1Code:;============================================================================================================================================;- Georgia archery_range ------------------------------------------------------------------------------------------------------------------- ; Mountain Archers recruit_pool "georgian light archer" 1 0.21 2 1 requires factions { georgia, } and not event_counter GEORGIAN2_GOLDEN_AGE 1 and hidden_resource georgia or hidden_resource armenia recruit_pool "georgian light archer" 1 0.25 2 1 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and hidden_resource georgia or hidden_resource armenia ; Metsikovne Archers recruit_pool "georgian heavy archer" 1 0.13 2 0 requires factions { georgia, } and not event_counter GEORGIAN2_GOLDEN_AGE 1 and hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.17 2 1 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter GEORGIAN6_REVIVAL 1 and hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.13 2 1 requires factions { georgia, } and event_counter GEORGIAN6_REVIVAL 1 and hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.09 2 0 requires factions { georgia, } and not event_counter GEORGIAN2_GOLDEN_AGE 1 and not hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.13 2 0 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter GEORGIAN6_REVIVAL 1 and not hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.09 2 0 requires factions { georgia, } and event_counter GEORGIAN6_REVIVAL 1 and not hidden_resource georgia ; Foot Monaspa Archers recruit_pool "georgian dismounted heavy horse archers" 1 0.13 1 0 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter HALF_PLATE_ARMOR 1 and hidden_resource georgia recruit_pool "georgian dismounted heavy horse archers" 1 0.17 1 0 requires factions { georgia, } and event_counter HALF_PLATE_ARMOR 1 and not event_counter FULL_PLATE_ARMOR 1 and hidden_resource georgia recruit_pool "georgian dismounted heavy horse archers" 1 0.21 1 0 requires factions { georgia, } and event_counter FULL_PLATE_ARMOR 1 and hidden_resource georgia recruit_pool "georgian dismounted heavy horse archers" 1 0.09 1 0 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter HALF_PLATE_ARMOR 1 and not hidden_resource georgia recruit_pool "georgian dismounted heavy horse archers" 1 0.13 1 0 requires factions { georgia, } and event_counter HALF_PLATE_ARMOR 1 and not event_counter FULL_PLATE_ARMOR 1 and not hidden_resource georgia recruit_pool "georgian dismounted heavy horse archers" 1 0.17 1 0 requires factions { georgia, } and event_counter FULL_PLATE_ARMOR 1 and not hidden_resource georgia ; Levy Crossbowmen recruit_pool "Urban Crossbow Militia" 1 0.13 2 1 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter GEORGIAN4_CROSSBOW_IN_CAUCASUS 1 recruit_pool "Urban Crossbow Militia" 1 0.21 3 2 requires factions { georgia, } and event_counter GEORGIAN4_CROSSBOW_IN_CAUCASUS 1 and not event_counter GEORGIAN6_REVIVAL 1 recruit_pool "Urban Crossbow Militia" 1 0.25 3 2 requires factions { georgia, } and event_counter GEORGIAN6_REVIVAL 1 and not event_counter GEORGIAN7_LAST_UNITED_KINGDOM 1 recruit_pool "Urban Crossbow Militia" 1 0.25 4 4 requires factions { georgia, } and event_counter GEORGIAN7_LAST_UNITED_KINGDOM 1Actually, Georgia can recruit from the ranges also other units - typical for other geographical areas.Code:;============================================================================================================================================;- Georgia marksmans_range ------------------------------------------------------------------------------------------------------------------- ; Mountain Archers recruit_pool "georgian light archer" 1 0.21 3 2 requires factions { georgia, } and not event_counter GEORGIAN2_GOLDEN_AGE 1 and hidden_resource georgia or hidden_resource armenia recruit_pool "georgian light archer" 1 0.21 3 3 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and hidden_resource georgia or hidden_resource armenia ; Metsikovne Archers recruit_pool "georgian heavy archer" 1 0.13 2 0 requires factions { georgia, } and not event_counter GEORGIAN2_GOLDEN_AGE 1 and hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.17 2 1 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter GEORGIAN6_REVIVAL 1 and hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.13 2 1 requires factions { georgia, } and event_counter GEORGIAN6_REVIVAL 1 and hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.09 2 0 requires factions { georgia, } and not event_counter GEORGIAN2_GOLDEN_AGE 1 and not hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.13 2 0 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter GEORGIAN6_REVIVAL 1 and not hidden_resource georgia recruit_pool "georgian heavy archer" 1 0.09 2 0 requires factions { georgia, } and event_counter GEORGIAN6_REVIVAL 1 and not hidden_resource georgia ; Foot Monaspa Archers recruit_pool "georgian dismounted heavy horse archers" 1 0.21 2 0 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter HALF_PLATE_ARMOR 1 and hidden_resource georgia recruit_pool "georgian dismounted heavy horse archers" 1 0.25 2 0 requires factions { georgia, } and event_counter HALF_PLATE_ARMOR 1 and not event_counter FULL_PLATE_ARMOR 1 and hidden_resource georgia recruit_pool "georgian dismounted heavy horse archers" 1 0.34 2 0 requires factions { georgia, } and event_counter FULL_PLATE_ARMOR 1 and hidden_resource georgia recruit_pool "georgian dismounted heavy horse archers" 1 0.17 2 0 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter HALF_PLATE_ARMOR 1 and not hidden_resource georgia recruit_pool "georgian dismounted heavy horse archers" 1 0.21 2 0 requires factions { georgia, } and event_counter HALF_PLATE_ARMOR 1 and not event_counter FULL_PLATE_ARMOR 1 and not hidden_resource georgia recruit_pool "georgian dismounted heavy horse archers" 1 0.25 2 0 requires factions { georgia, } and event_counter FULL_PLATE_ARMOR 1 and not hidden_resource georgia ; Levy Crossbowmen recruit_pool "Urban Crossbow Militia" 1 0.13 3 2 requires factions { georgia, } and event_counter GEORGIAN2_GOLDEN_AGE 1 and not event_counter GEORGIAN4_CROSSBOW_IN_CAUCASUS 1 recruit_pool "Urban Crossbow Militia" 1 0.21 4 3 requires factions { georgia, } and event_counter GEORGIAN4_CROSSBOW_IN_CAUCASUS 1 and not event_counter GEORGIAN6_REVIVAL 1 recruit_pool "Urban Crossbow Militia" 1 0.25 4 3 requires factions { georgia, } and event_counter GEORGIAN6_REVIVAL 1 and not event_counter GEORGIAN7_LAST_UNITED_KINGDOM 1 recruit_pool "Urban Crossbow Militia" 1 0.34 4 4 requires factions { georgia, } and event_counter GEORGIAN7_LAST_UNITED_KINGDOM 1
Last edited by Jurand of Cracow; December 08, 2020 at 01:13 AM.
I've encountered some other bugs playing Norway, a persistent CTD at the end of turn. I looked through this log and there are some error info pointing to some concrete issues, bottom line: you may find this helpful. For example:
Code:15:25:48.227 [game.script] [error] Condition parsing error in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 49117, column 25 counter value not declared 15:25:48.227 [game.script] [error] Condition parsing error in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 49120, column 26 counter value not declared 15:25:48.515 [game.script] [always] Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS. 15:26:00.103 [game.script] [always] Turn End norwayand:Code:Turn Start byzantium 15:26:13.419 [game.script] [error] Script execution error for <if>, at line 49122, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: <faction> is unavailable from event <> when testing <FactionType> condition 15:26:14.097 [game.script] [always] Turn End byzantium
I also attached the save.Code:Turn Start venice 15:35:25.775 [game.script] [error] Trigger processing error in <BrotherAdopted_Addictions> : IsFactionLeader needs a living character. when testing <IsFactionLeader> condition 15:35:25.775 [game.script] [error] Trigger processing error in <BrotherAdopted_Money> : IsFactionLeader needs a living character. when testing <IsFactionLeader> condition 15:35:25.775 [game.script] [error] Trigger processing error in <BrotherAdopted_Loyalty> : IsFactionLeader needs a living character. when testing <IsFactionLeader> condition 15:35:26.054 [game.script] [always] Turn End venice
i honestly gave up with SSHIP 0.97 i tested so many games either by leaving the mod that way or by modifying it, but i always get critical CTDs which don't let me go through the turns. even if i manage to load a savegame from a few turns earlier, i encounter those damn CTDs that don't allow me to continue my game. it's very frustrating. don't know if it's because i don't have a gaming laptop, so it's not powerful enough. but with 0.96 i didn't have all these issues, CTDs were very rare
Sorry to hear that Kaiser29! I know it takes much time, but have you tried reinstalling everything (even base M2TW) and using this link, wich is the SS + SSHIP download put up by jurand? It saves some time (o need to install SS) and looks stable.
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
yes, i tried to reinstall it a very lot of times, believe me. i'm home from work due to covid so i have plenty of time
the game runs smooth if i use the win 8 compatibility (with 7 i can't play battles ), but then i get CTDs from loading the savegame. i also tried to cancel some things (paying attention) from the campaign script, ancillaries or the character traits, but i cannot detect the problem. maybe the mod has become too heavy for some computers?