j_mie6
Deity
mm a lot to go though here.
1) if there is a unit in no-mans land then they would NEVER die so you need a rebel unit termination code when they spawn elsewhere...
2) the capital always Constantinople is good, but remember... Arcadius is the first leader of the ERE (and thus the leader in my mod)
3) hmmm killing off a new empire in one blow?! I think that is too overpowered to be honest
4) yay multiple civil wars!
5) will I need use your PlayerAreaCities() function, because you presumably have put it in....
6) for the mission counter thing... how will it pick up if a mission as been completed? what variable will I need to use?
7)Can't wait to test this!
1) if there is a unit in no-mans land then they would NEVER die so you need a rebel unit termination code when they spawn elsewhere...
2) the capital always Constantinople is good, but remember... Arcadius is the first leader of the ERE (and thus the leader in my mod)
3) hmmm killing off a new empire in one blow?! I think that is too overpowered to be honest

4) yay multiple civil wars!
5) will I need use your PlayerAreaCities() function, because you presumably have put it in....
6) for the mission counter thing... how will it pick up if a mission as been completed? what variable will I need to use?
7)Can't wait to test this!

(Look in the spoiler.) But right now I'm thinking that we put all helper functions not too specific to any one module in one utils module, and all constants in another module. Sounds good? (I like the name Utils better than CustomFunctions, because, well, all Python in this mod is "custom". What about Helpers?)
So I'm thinking that its the new unit types that should replace the swordsmen, then?
Because you'd have to debug my mistakes anyway and sort everything out from scratch.