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I do use some submods, but none of them interfere with the actual units except "Epirus DEI Reforms", but i doubt that has anything to do with the settler units from this submod.
Anyone else got issues??
No other mods used, just DEI & this sub mod.
So in this case my own mod that changed the population class for 2 Spartan units.(trying to see how to change it to make it compatible with mods but idk scripting)
or Dresden's Public Beta, won't be compatible with this.
Because of the faster loading purpose...!
To place units as per description above (disband them in the region u want them)
"recruit 600 of one population class in order to move it to another region via disbanding. "
I think this mod needs to update.
I get "Error: Unit has no key"!
i'm currently more and more getting bored in the vanilla campaign, which i liked so far, but only if the AI would attack my walled cities this would be great, all they do is sending spy after spy to sabotage. An attack on a walled city just never happens. i tried this more agressive and ultra agressive AI, it does just not change, a walled city with a legion in it is never attacked by the AI, a garisson setlement sometimes. If only a modder could make a vanillamod where your walled settlements are being constantly attacked and you could defend it from the walls, that would be great. Is this diferent in DEI?
thanks
I tested another nation, Carthage, works for them..
Just some factions are able to recruit settler units in my campaigns (edetani and seleucids can, but sparta an athens can't). I tried to move the mod in the load order but nothing seems to work :(
so far I've tested it on a new campaign and saved it as well, but it does not work.
I recorded the population change per turn, but the the change is constant, until 2 turn after the disbanding. Then I left the game.
6unit x 600 is a visible change.
Every other submod works well,