Rabble rousing, Pleb Commander CK23
Just attempted again.
I wiped EVERYTHING clean. Fresh install, did the 3 parts of DeI and it worked fine. I installed the AE mod, your first pack and it bugged out again. I figured it couldn't hurt to try the alternative economy one (I dont use the mod), that appears to have done it. For what its worth I realize that the normal patch makes reforms happen for EVERY faction, not just Romans.
Rabble rousing, Pleb Commander CK23
That's really odd, since i copied the scripts from the alternate version to the regular patch, did you try to redownload the normal patch as well?
I found out how to fix it, it seems the normal patch reforms script was messed up or something, so I replace it with the alternative reform script, it works fine now (atleast for me)
here's my own patch : https://www.mediafire.com/file/zzgry...atch.pack/file
put it into the data, the load order should be the same
Yeah, I did that on th 17th I think, but i redid it now just to be sure.
Hey there Dardo! Where can we find the base mod for UMCenturion's legions? Got my fingers crossed there is a downloadable link?
Only on Steam: https://steamcommunity.com/sharedfil.../?id=952250553
Hey there Dardo! Hope you good. I am really exicited about the mod, been playing around with it for the last day or two and it is amazing! There is one small tweak I noticed though, and I hope its not too much to suggest a few changes, granted you are open to them. Perhaps its still a work in progress too but the skins for the marian legions don't match their unit cards (which seem to be the original ones from XIII Centurion's mod/Franky235?). The unit card skins are sooooo great and seem more historically accurate as opposed to the ones in the main mod. Might it be possible to change them?
Hoping to hear from you, kind regards
I don't quite understand what you mean, could you post some screens to elaborate? The screenshots of unit cards that you posted in XIII's mod are not from UMCenturion's mod, so I'm not sure we're talking about the same content.
Hey Dardo, thanks for the reply. Sorry I'm late, working from home and none of my deadlines have shifted despite the COVID-19 shutdown. So I have uploaded pics of what I mean. The imperial units do not have this issue, and they always spectacular, but its the marian units with uncorresponding patterns. The lightning bolts and eagle eings in the unit cards feel a little more immersive and true to rome, and I was hoping to have those ones on the sheilds...let me know what you think.
Dardo, I have a another question for you. Marian legionaries are available for the grand campaign? I mean, the legionaries that appear in Cesar in Gaul. As far as I know, in grand campaign you can only recruit both augustan and imperial legionaries using your patch.
@Verney2 I see what you mean, I've never really noticed it, I can't create them myself, but maybe some are simply mismatched. So I'll look into whether or not some have been assigned to the wrong unit atleast. I'm not sure when I have time myself, i currently work nightshifts for a coronavirus info service, so i'm usually not in the mood for much after I get home.
@curro123 the Caesarian are limited to the CiG campaign only, some of the Augustan ones have more of the older gear, such as the montefortino, whilst others have newer types to represent the area and period of founding. Most if not all of the Augustan ones are also direct succesors of the CiG ones, so it was always meant to be that way. The Augustan ones being more of a bridge between the early and late marian era, but with the newer type of shields, whilst the CiG represented a chance to have the marian ones with the earliery type of shield.
Now I understand everything, thank you for your reply and thank you for the hard work you put into this patch
Yes it was supposed to be fixed, did you test the mod with a fresh campaign?
Last edited by Wulfric5; March 21, 2020 at 02:33 PM.
I found the culprit but I don't know the reason behind it which is something I'd like to find out. In lib_reforms_main.lua of the main version, the red lines below cause this problem of reforms not working properly such that all units are available from the beginning so long as one has the required building for them.
-- 3. Marian
-- -------------------------------------------------------------
{
normal =
{
"Rom_Vet_Legionaries_Alp2",
"Rom_Vet_Legionaries_Gal2",
"Rom_Vet_Legionaries_Gal3",
"Rom_Vet_Legionaries_Ger2"
"Rom_Vet_Legionaries_Afr2",
.
.
.
Removing the red lines above fixes the issue. Theoretically, the problem is caused by one or up to all of them which is something I'm not going to check as I'm sure this will be sufficient for you to pin point the problem with the naming. This is clearly caused by some incorrect naming but I don't see why the whole script would fail to function because of that. In addition, you might want to take a look at the differences between the reform scripts of the two versions as some units are missing in the "Alternative Economy" version whereas the starting reform conditions for the Augustus campaign is missing in the main version. So the reform scripts are not identical at all.
Last edited by Wulfric5; March 21, 2020 at 10:52 PM.