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It's pretty much on hold, but I'm still around. Not only the mod has changed radically and expanded quite a bit, but a new DLC came out, so I have a lot to consider. I purchased the DLC already, but haven't played TWIII at all, but I'm about to run through it and see what I would have to do.
Many of the units I originally wanted to have between expanded roster and wez speshul are covered now, so I think I would be down to just the hill gobs and armored C. squig...then getting rid of dupes would be the main purpose of the mod.
Also, I don't really know if the new Tinitt Wez Speshul mod adds old world rites functionality...if it doesn't, I'll probably add it to this mod (it was originally in my T4 Tinitt mod). Only a script add is needed to do that, so it doesn't cause a crash if the user doesn't use the mod.
TL:DR, it's basically waiting for me to get back into the game, then I'll see what I can do with it.
Colossal Squig
Savage Orc Big Boss
Orc Boyz (Spears)
Goblin Spear Chukkas
The Squig and Big Boss are different enough that simply renaming the duplicated might do the trick
I believe this one would probably have to match with the new "equivalent" among the We'z Speshuls mods. I believe it's called "We'z Speshul (A Vanilla Greenskins Expansion)", that should by far be the "closest" in terms of content to the full We'z Speshul this mod required in the past....
@shinden, what's your take on that? Or maybe they've thinned out the roster a bit and this mod might no longer be necessary? Haven't checked yet <3 You're the expert bro