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If i may, i just came up with a mod request.
Is it possible to make all raidercamps spawn on a new game?
Regarding my wood problem.
I changed A.E.P.V.+ to A.E.P.V. and enemy cities are still full with wood and food, but now in lesser developed cities. So i guess ill try A.E.P.V.++ now. (Yes, i thought the 1:5 scale is the problem, but maybe its not)
Maybe its because the first nations i conquer only have 2 cities, so their resources get distributed over fewer cities and when i get to Lucani and Dauni, or bigger nations it will be better...(playing as Messappi)
I'll start a new game with A.E.P.V.++ and without "Bug Correction for Trapped Units" and play a bit further up the boot. I hope it works, the wood thing is my last obstical to have this game difficult.
o/
Heya.
Yeah, the "Bug Correction for Trapped Units", im using that.
Its like the scouts pop out of thin air. They are already fully recruited. When i delete them, the city has extra recruits. It never happens at the start of the game, but the further i progress, the more scouts apear in a city after one got killed. Seemingly one scout for every city i posess but not sure... And they never have the city as lastname, they are all just called "Scouts". But they have no problem leaving the cities...(I remember that bug btw, thats gone)
Re the wood abundance i don't think this mod has anything to do with it and AEPV gives the AI only wood if it actually needs it. Determining this is is done by a base game script, which might of course not work correctly in some circumstances but that's just a big maybe.
Re the duplicate scouts: it shouldn't have to do with this mod. But there's a small bug in the base game, where a killed scout can't leave his city after respawning. I tried to fix this with my little mod "Unit Trapped Bug" - so if you're also using this, then I would look into it, if it's responsible for this behaviour.