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I'll be taking a more organised approach with it as well, and touch on more than just the old races (i.e. touching up newer races skill trees so worse skills are more competitive, and some sort of buffs to recruited allied units).
Could you perhaps integrate
HunterGerhart's Parte Legendary Lords - Revived and Kemmler [S&F] . It mostly just needs the blue line skills streamlined with this mod.
Hello, I'd like to change your mod to reinstate the "Venerate the Ancestors" line for my playthroughs. I tried to do what misterslack was saying but i'm not very mod literate and couldn't understand what to change and where. Could you explain how I could put it back in the mod please?
Also, yeah. It makes no sense why CA made anti-infantry artillery get a bonus vs anti-large, and the anti-large artillery get a bonus vs infantry.
thanks!
Aveeath: Aw yeah, I gotta revisit comparability with other mods.
I'm aiming to get the update out before the weekend. I too wanna play with my own mod before doing a proper campaign
Bomjus1: As long as we don't use the same spot for a skill they should be compatible.
Kurisu: I have no idea why that's happening, but that isn't from my mod. It's something on your end.
Kurisu: I have no idea why that's happening, but that isn't from my mod. It's something on your end.
- Removed Vlad's Supernatural Terror skill and added Blade Master, aka the one the main game uses. Thanks Koshachiy!
- Minor reshuffle of Vlad's unique skills.
- Minor reshuffle of Belegar's unique skills.
- Belegar's "Gather the Old Clans" ability slightly buffed via adding army upkeep reduction.
- Dedicated to Manann changed to a Faction-wide effect, nerfed to +5% bonus income.
There's a couple other issues some folks brought up before, but I looked they were skills not from my mod.