Yeah it doesn't even want to run the trigger when it has a tech selected..
The python spawner seems to be fine, one thing I didn't check was whether the barbs would attack the city or not, but that is not improtant in this moment.
it is really annoying because it is going to be hard to spread out events across the timeline without being able to use a tech prereq..
I am also going to have to go through and see what other tags are not working..
If it is a lot then I have to try and figure out what would break the tags in events.
Is your idea that you replace one unit with a zombie on a certain event?
More along the lines of checking combat results and spawn a zombie unit whenever an existing zombie unit kills a non zombie unit.
It works in one mod I've been testing it in but not another. The main thing is identifying the unittype. Right now I'm just using a dummy promotion.