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Do you think you'll port this to Warhammer 2? The Black Guard of Morr especially are basically my dream unit, and they were done properly in this mod particulary IMO using greatswords and having a lack of capes, so I'd be immensely happy to see this in Warhammer 2 especially since there's the themed Gods of the Empire traits for generals now in that.
Let us know if Patreon support is ever necessary!
I didn't change that ph pic, because there are about 15 other mods doing that same thing, mods like all tabletop lords or crynsos' unlocker, so there never was any need for me to add that
@Mr. PyroCrab Probably
Still a bit fuzzy on how Marienburg/erengrad got swapped around (both have uniquie buildings already) , but given what little experiance ive had modding the older games it doesnt really suprise me.
However, most settlements in the base game didn't use a unique slot - they'd use somehing like 'wh_human_primary' or some such. That means you'd only be able to give a building to all of the non-special human settlements or none of them.
Crynsos forces every settlement to use a unique, customized slot named just for that settlement - which means there's a slot unique to that settlement that'll let you control what buildings it can build.
Odd but okay.
Bug on my end?
Crynsos adds the vanilla Great Temple of Ulric to Middenheim in dlc03, which you disable as part of your fabulous integrated 3-tier Temple of Ulric chain. I could swap the building in startpos, but would prefer to avoid it - so I'm wondering if there's a good way for me to use some lua scripting to swap the building out when the campaign starts. I can figure out how to destroy a building, but I haven't found lua functions for adding a building to a settlement.
@nasosmanaris Not gonna happen, sorry
http://www.twcenter.net/forums/showthread.php?741202-Warhammer-Information-Thread-Index-Updated-23-06-17
please.........
I'll go poke Crynsos, sorry!