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[savegame] <1198.4s> Saving value long_savegame_strings_map [return {}]
[out] <1198.4s> BIG FAT SCRIPT ERROR
[out] <1198.4s> [string "script\campaign\mod\cbac-sl.lua"]:35: attempt to call method 'add_effect' (a nil value)
[out] <1198.4s> stack traceback:
[string "script\_lib\mod\pj_error_wrapping.lua"]:62: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
Related to the supply lines mechanic not applying probably
Playing with it longer, I notice it's not completely permanent. There seems to be a turn counter on the debuff, and sometimes it goes away after eating a turn even if it said 7 turns remaining.
Still, it doesn't matter what I do with the army when it hits, I'm eating a turn of the 3x upkeep and no replenishment penalty. Absolutely brutal when it happens on the frontlines of a heavy war.
The issue is when the surplus is fixed (positive again), the upkeep *stays* at x3. That Lord forever has x3 upkeep no matter what I do.
ugh i looked but cant find; can you give me some hint at where the penalty is applied in the code? i can find supply lines and garrison - neither of which i think affects game ?? but cant figure out where costbased is applied...
if you have both mods enabled ( so main mod and this submod) main mod was the prime mod being loaded. so i didn't get the actual cost shown like in the 2 pictures.
hope this helps someone in the future
Might want to preface it in your description or somehting so other, lazier, people dont get confused.
(That said, I might try to make the tooltips more consistent in the future, right now pining a unit card can cause a tooltip miscalculation. Doesn't effect actual internal logic though.)
I mainly wonder what the other breaking things is.
Bad news: Fixing it breaks other things for no discernible reason.
God bless original modder and Jolc3r.
Works if you enable it mid campaign for any campaign (ROC, IE, IEE, Old World). Works on both AI and you, although the hero caps are not enforced for AI if you use it. See description on the other mod for details. Tooltips are fairly descriptive for the mod settings if you use MCT.
I see there is another mod, which one should I get folks?
Does it work on an existing save game? Does it work on AI or only me?
Looks incredible
It is not feasible to go lower than 7k because the AI is too dumb to properly manage that. It gets stuck into a constant recruitment loop (recruting units every single turn without moving) because it can not manage properly such a low budget.