Conquest of Elysium 4

Conquest of Elysium 4

ExoticButts 29 Jan, 2020 @ 7:14pm
Making a Demonologist overhaul but having trouble with spawngen.
So I have some unique units that are set to wander Hades/Inferno respectively from this mod, as well as an edit to Orcus (which *should* be fine), specifically units that are set to wander devillishly (setting 6), are otherworldly immortal to the respective planes I want them to spawn on and can respawn anywhere on those planes.

All of these units have "ainofollower" on them to ensure the AI uses them as leading commanders, one also has "noleader" as it's designed to be a powerful loner commander, but the game constantly crashes whilst generating a game. Typically the crashing is during the "Populating Hades" phase, but I can't see any issues with my code, nor any real reason why the game would complain about my units.

There are also some minor terrain edits here and there, mostly resource adjustments, but nothing that the game had issue with on mod enabling.

I'm very confused at this point and I'm wondering if there's any particular mix of keywords on units that you aren't meant to use due to crashing.

UPDATE: Sometimes it just crashes outright as soon as I name my character for my save, without even beginning population phases.

(As an auxiliary question; is there a better way to deal with new ritpows other than "make them and hope another mod doesn't use the same ritpow number"?)
Last edited by ExoticButts; 29 Jan, 2020 @ 7:18pm
Originally posted by Althaea:
I don't know much about fiddling with worldgen, but in regards to ritpows: the secret is that you don't need to use numbers at all. Rituals not specifically assigned to ritpows are assigned to the previously defined ritpow, and if you use e.g. -1 when defining what powers a unit has access to, it also uses the previously defined ritpow (or you can use -2 to get the one before that, etc). This is in fact the intended way to do it, though this might not be clear from the manual.
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Althaea 29 Jan, 2020 @ 10:15pm 
I don't know much about fiddling with worldgen, but in regards to ritpows: the secret is that you don't need to use numbers at all. Rituals not specifically assigned to ritpows are assigned to the previously defined ritpow, and if you use e.g. -1 when defining what powers a unit has access to, it also uses the previously defined ritpow (or you can use -2 to get the one before that, etc). This is in fact the intended way to do it, though this might not be clear from the manual.
ExoticButts 30 Jan, 2020 @ 10:36am 
Originally posted by Althaea:
I don't know much about fiddling with worldgen, but in regards to ritpows: the secret is that you don't need to use numbers at all. Rituals not specifically assigned to ritpows are assigned to the previously defined ritpow, and if you use e.g. -1 when defining what powers a unit has access to, it also uses the previously defined ritpow (or you can use -2 to get the one before that, etc). This is in fact the intended way to do it, though this might not be clear from the manual.
Yeah, definitely not clear. I have readjusted my mod to use this syntax though, which seems to have fixed the issue for now; hopefully it'll stay that way. Tyvm Althaea :D
Last edited by ExoticButts; 30 Jan, 2020 @ 11:01am
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