I'm sure it has dozens, maybe hundreds, of lines I want to study for my own mods. On the other hand, if it is so good has it looks my next mod will be all about new banks.
P.S. Maybe it's because F2 is already assigned to APs but it doesn't work. Is assuming Orrin by default and gives the artifacts and troops to him. Let me check some other options but commanders seem not to be working at all.
Changing the key seems to help, tested everything I could remember and it looks fine - except for commanders. This seems not to be working at all.
I don't know what's the objective of the mod but it doesn't notice the fact that I've changed the faction of some creatures; if it is supose to work with other mods it would be a good idea to check for new towns and alignments.
Let's put it this way: if this mod is going to be used for something more then testing battles it needs a configuration screen like the one in Conquistador. For instance, since I already use Eagle Eye and Adventure Pillars to get spells I wouldn't mind to use the screen for learning spells. I would also don't mind to promote creature on the fly (I use trainning facility for that) but to immediatly train them for Ace with no counter parts seems a bit over the top.
I would love the chance of changing commanders on the fly, it opens incredible possibilities like for instance start without a town and still choose the type of commander you want but to be able to upgrade all his skills to GM before even the first battle... mmm.
The mod can became great but has it is it completly kills the game, wich I not sure wasn't the objective.
Because MAKING THE GAME and making the mod for the already existing game are way too different.
Say, you have to devise the graphical concept. The interface. The campaigns, the lore, the gaming mechanics, the brand name, the factions, the possible game balance calculations, the promotion, the press conferences, the map editor design, the character design, and make it snowing GOOD or your game will not be sold.
Modding even of a global level is not concerning even 10% of the total work on the game.
It wasn't giving the habilities to commanders, will u upgrade.
After playing a bit with it I have a sujestion: make it cost money.
If you have to pay for the troops, the artifacts, the primary and secondary skills, etc it will still be a "major cheat" but game will be playable.
Like it is is just good for testing or something of the kind, for me that I'm unable to stop using it is killing the game.
Did you forgot to recreate the config to change it to other key or it became impossible because of the new configurable parameters? If so, could you make the Adventure Pillars key change to F3 or something?
It still doesn't add a commander if u r playing with commanders must be hired. It would be good, cause if I start at 200% with this condition (as I always do) I need to add 1000 coins some way so I can hire him before the first battle.
P.S. Forget it, is just a change of habit. Now I must start with commander then use function to change his class. Different aproach, same result 1000 coins cheaper.
P.P.S. Have you tested the Ini file combined with the Choose your Battlefield mod? I changed it from F2 to F3 cause F2 is used by the Adventure Pillars and now F1 opens the Windows Help from inside the combat screen, maybe is something else but I think I nailed it.