acestealth
Chieftain
- Joined
- Sep 10, 2007
- Messages
- 70
Well. I did some experimenting on my world spell issue. I decided I'd just do a fresh Ashes reinstall to start. Deleted my Ashes mod folder, reinstalled 14.11, let svn do its update. Started a game with default modules on erebus continent map with clan again. World spell still dark.
Then tried disabling the default modules one by one (Bannor Chain of Command, BlackDuke, Dural, Frozen, Greatest People, Hamstalfar, Rife More Events, PPQ unit modules) and initially it wouldn't save any of the changes. Seemingly because there was two Frozen modules, one active and one inactive in the list. I manually moved the inactive frozen mod out of its folder to my desktop so I could commit changes at this point.
Tried starting a game after each disable with no change in world spell accessibility until I got to Bannor CoC, Dural, and Frozen. These I could not disable without the launcher throwing errors at me and refusing to comply. Again I went into the folder and manually moved them out individually and started a game. The game began throwing some errors at launch at this point as expected, but starts. After moving Frozen (the active version) I had access to the world spell for Clan and giving it a go I had a half dozen archers join my city turn 1. So I assume the issue is there somewhere?
Then tried disabling the default modules one by one (Bannor Chain of Command, BlackDuke, Dural, Frozen, Greatest People, Hamstalfar, Rife More Events, PPQ unit modules) and initially it wouldn't save any of the changes. Seemingly because there was two Frozen modules, one active and one inactive in the list. I manually moved the inactive frozen mod out of its folder to my desktop so I could commit changes at this point.
Tried starting a game after each disable with no change in world spell accessibility until I got to Bannor CoC, Dural, and Frozen. These I could not disable without the launcher throwing errors at me and refusing to comply. Again I went into the folder and manually moved them out individually and started a game. The game began throwing some errors at launch at this point as expected, but starts. After moving Frozen (the active version) I had access to the world spell for Clan and giving it a go I had a half dozen archers join my city turn 1. So I assume the issue is there somewhere?