Removing an invocation of `pickRandom` doesn't invalidate another. (Worst case is that in DE the AI might not be serializeable.)
I tried to bisect it but wasn't successful there are always like 10 units idle.
Could also get rid of some of the forge techs for shields... and the armor ones could be based on which civs used what types of armors. One for melee and one for ranged... a little more custimisation, and diversity. With hopefully "history" behind most of the units, techs, etc and why some civs have but others don't....
tell me if you think I’m crazy…. I was gonna lower all melee armor to 1/1/1..then set movement speed based on weapons, swords/maces first, then axes, then spear than pike. Then I was gonna differentiate “spearman” with a mixin based off of the type of shield they used…. I’ve played around with it for javelneers. I have the peltast, the caetra, the Parma, Celtic shield and noba shield. Then like @wowgetoffyourcellphone did with Thebes mod I can add a "history" which will give a little info on all the different shields, make things a little more educational and a lot more diverse.
@Thalatta @Outis thoughts?
I tried exporting an animation and it gives me the error that the animation failed to load and the file is marked as bad and it doesn't export the prop points somehow.
My prop-empties and the object are parented to the armature. Before exporting I select the props and the object, then at last I select the armature, so that it's highlighted. I created the skeleton file using the python script by @Stan` Any ideas what I'm doing wrong?