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It took some time but in the end the fix is easy, put the ''att_roman_heavy_ridge_helmets_crest.variantmeshdefinition'' from Models3 in the VariantMeshDefinitions file from the Cohortes Urbanae. Open these files with PackFileManager.
And I found the solution for some other small issues, for instance the disappering cavalry garrison units. Their code is overwritten in the building_level_armed_citizenry table.
Maybe I can adjust the mod and upload it again. The author has written that it's ok.
@kyo. I have gotten it to work again. But what faction are you playing?
New units are only in custom battles(((
So in testing it turns out unit HP is very important for missile survival, and I'd lowered the HP a bit to compensate for increased melee defence - so I've improved unit HP a bit. Additionally, I've made a new Roman shield type with slightly better missile block chance and gave it to these units. In testing now, missile survival is better than vanilla to counter barbarian missile spam.
Regarding shield wall animations - although in shield wall the soldiers do not put their shields above their heads, I think that the game damage engine disregards the animation. Shields will always try to block missiles on the left, front and above. So if you shoot a unit from behind or from their right (weapon hand side) then the shield will not add any armour or missile defence. So positioning is +++ important.
Also, just noticed the Author's name, Awesome :D
in any case quick lessons learned Don't leave the border without garrison buildings
Maybe a little more Morale seeing they can't really Run anywhere once the line breaks and the city falls but it's quite good, until they just Pelt you to death while blackening out the skies with arrows