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.... Try reinstalling both mods, you may have gotten a corrupted copy of one or the other.
One moment, the patch to the game may have done something funky.
The game looks for ID's that don't exist, and boom. (And there is a lot of thing's that you couldn't do without making new main_unit ID's.)
You caught me at a time where I reasonably do have the time to do this.
In the core Tuskmod, I actually pair this mod up with a set of modifiers that buff the AI's build speed specifically because they do need to be able to build quickly in order to keep up with player garrisons, but this mod is not built to specifically favor the players.
IE i took the saxton capital immediatly on turn 2 and once it was mine I noticed that I had 3+ extra cards that they didnt. I really like the idea of better garrisons but I dont like the idea that I get an unfair bonus. I would use the mod if it treated the AI equal to me.
Is there ay point in tryijng to run this along Fall of the eagles or Europa Perdia?
maybe if i empty the savegame folder it can work, but i havent tried this yet (decided to finish current campaign).
As for the Huns/White huns, they shouldn't even have access to garrisons....
Big thx!
Alvise
I have to study what content is ACTUALLY in this update before I start throwing more in, which will take some time.
Finally found the file where I put all my progress in.
I had lost that for QUITE some time >.>
*sigh*
Uh. I wonder how long I forgot to do that for.....
And the various upgrades for fields, artisans and so on dont give them garrison units. Could you solve that?
Tnx for your support, i love your mod
You need to put the unit upgrades in "armed citizenry units to units groupings junctions," as well as setting up the actual upgrades on the campaign.