Quote Originally Posted by Dol Guldur
EDIT: If your tests hold true (mine never seem a probability of 5 out of 6 or whatever - seems black and white) then perhaps the *chance* of something going wrong increases per unit.
Hmm, if its actually going to prove anything, whether one unit garrison is 100% OK, etc. I'd need to go back and test now we know that's definitely part of the equation. When I did crash originally with small garrison I might have had two or more units (before realising that was a variable). With the two unit garrison though it does seem more random, and including the general in the two units seems to make it CTD more, though not 100% of time. The empty garrison situation I'm tending to test less as it means complete re-start, so overall I've still only had the one instance of a successful revolt, vaguely possible that something else was faulty in that test - but it did stand out in my mind that it had worked as the exception to the general rule (it definitely doesn't happen often though).

Nikolai, thanks for trying other merc units, though that does add another element to the confusion !
Now me and Dol Guldur are testing closer to the same variables the results do seem more aligned, so I'm less inclined to think its machine related. If you have 1.5 vanilla saves, for the working / non-working mercenary combinations you could post them (plus EDB and mercs file?) and see if we get same result.

Unfortunately I can't think of anything that would link the difference in garrison size with the presence or not of the merc. There shouldn't in theory be any sort of odds calculation between the merc and the garrison, but can't think of anything else either. If it was purely to do with the ejection of the garrison (mix of units = different ejection distance etc) then the merc being there shouldn't make any difference!

Quote Originally Posted by Nikolai
Fair enough. It would be a lot better to have a 100% solution. I know this pairing method works on my machine as I'd done it already on my personal mod for other reasons and it fixed the revolt ctd's. But without a clear reason *why* some units work when set up this way it's hard to be sure if it is not machine specific. In which case a base unit like yours is probably the safest solution for a public mod, just with low base stats to make up for the exp they get.

Also, if you only need it to prevent revolt CTDs you could make it really expensive so it is not part of the normal game.

Hmm, having said that, i might do that myself instead of the pairing. I don't like being able to recruit units straight away when i take a city but if i can make it expensive enough to be effectively unbuildable, hmm.
I'm heading more towards the base unit idea but stuck on quite where to pitch it in terms of stats. If its low stats (like peasant) it doesn't matter so much about them being available everywhere, however I can't find way yet of stopping AI recruiting them (and hence turning up with something useless in battle). I've tried upping initial price to 5000 and giving 1,1,1 stats but given enough money the AI still seems to recruit a random percentage of them - I'm not sure how much more sensible it gets if it only has moderate amount of money, so don't know if it could also mess up its economy Any ideas on deterring AI from recruiting?

A higher stat unit available from the beginning of the game would obviously distort things too much and give unstoppable units if they also gained mega experience in an early revolt. (I can't suss out the experience gain either - that seems to vary between cities / instances with no underlying logic I can spot, yet)