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Update: Now that the AI is recruiting these units, I cannot remove this mod without breaking my save. Please don't take this the wrong way. I really like the mod, but there should be a notice on the main page that explains that it isn't possible to remove the mod if you're using it in a campaign.
Update 2: I backdated my game to patch 16 and Fire Raisers still make it crash.
The Fire Raisers should not make the game crash. Have you tried it with no other mods selected?
Update: Lol I guess it was a mod conflict. My bad. Thanks for helping with my noob problem.
On top of that, the mod "Real Mobs", which increases the size of mob units (and does absolutely nothing else), changed the stats of the Fire Raisers. It doubled their range, lowered their damage, and made them shoot flaming rocks instead of boiling oil
Again, I have no clue why either of these things would happen. I know that neither mod has been updated since December or so. My only guess is that they aren't fully compatible with the latest updates. They worked fine before I installed this mod. Go figure. Needless to say, I will be sticking with your mod. I have already let both of the other authors know about this conflict.
The pikemen mod is probably changing the combinations of the single animation fragments, so does my mod add new combinations of those animation fragments for the Fire Raiser and Harpax Hexareme units. So they access the same file. I will take a look if I can change it so that they are compatible.
But I have no idea how the Real Mobs mod could cause something like that.
You are welcome, and it now should be compatible with the pikemen mod.
Yeah, that is the problem with the 3rd battle personality. I do not think I will be able to fix that. I could replace the standard bearer with the musician to make it work but I think that is also not the best solution. But last time I tested it, the muscians did not float in the air that often. So I think I will still keep them in the mod.