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Thread: How to maximise the stability of your 1.1 game

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    Default Re: How to maximise the stability of your 1.1 game

    Quote Originally Posted by bovi View Post
    -Do any of the cheats, like move_character or create_unit cause bugs to happen if they're used correctly (ie not spawning units a faction can't actually recruit, or moving characters in settlements or currently laying siege to somewhere)? What about process_cq?
    -Is there a maximum treasury figure, after which a faction becomes unstable if they've passed that number? I often add lots of money to the Eleutheroi faction.

    I don't know about these.
    Code:
    move_character "character_name"
    This is an incorrect line of code, but will "be accepted" by the console. Not so by the game though: it will render your 'agent' (the character this is invoked on) invisible! You can 'get him back' by (immediately) specifying a valid invocation of the cheat.

    Code:
    create_units [args]
    Giving units a particular faction does not 'own' ('can't recruit by default') which aren't mercs in the true sense (for hire as mercs in the game itself) will cause a CTD if you try them on the battlefield. Reason: for a unit to work on the battlefield a faction must have a slot assigned on the model, with the exception of mercs - these take the special merc slot. So factions that can't recruit unit X by default will not 'have' the required code dealing with the model & skins. However, auto-calc appears to work out fine regardless (see Q.S.'s thread asking about this earlier). If you 'recruited' them yourself this way; your best bet is to immediately disband them.
    Last edited by Tellos Athenaios; 07-21-2008 at 17:55.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

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