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Rapporter et oversættelsesproblem
Thanks for the bug callout @Sashkamel1!
All will received boosts from their general archetype. RuneGolems are the only real odd bird since they don't have an analog.
for example. does rune golems get buffed from longbeards or maybe hammerers, id like to know so i know what lord they fit most with
I have a separate mod balanced specifically for the Radious overhaul, which incorporates their "Moar armies!" design philosophy. You can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1181813031
This mod ought to be compatible with any other mod which does not directly modify the vanilla associations on the Unit_building_allowed tables. So long as people don't change the names of the buildings (which as far as I know SFO has been the only mod complex enough to do so, and I've created a submod for this mod as a result) this mod should be compatible with literally any other mod you throw at it.
I have not examined Hammer of Grugni directly, and I likely won't. These units use vanilla Unit Junctions to be upgraded in the same way as any other vanilla troops. If the mod creates an entirely new set of unit junctions, or uses direct scripting, creating a compatibility patch will likely require a submod as complicated or more than the original mod itself. If it uses those original vanilla pathways, it should work fine.
Nope. The third level is called "wh_main_special_great_slayer_shrine". Because programmers are even lazier than I am :D
FWIW, I'm running a metric ton of mods (over 90), and playing through Kaedrin's Mod Manager.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2117543460
CA might have changed the target ID for this building. I'll check on it this weekend.
would you consider doing that? 0.o
...Why? It works fine as is with the newest patch.
Looks like CA finally separated Karak Kadrin and the main Dwarf faction for custom battles in the backend! This should now be fixed.
I won't be maintaining this mod since it's another page I have to update. If you want to make this change in the future, you can download pack-file manager here: https://sourceforge.net/projects/packfilemanager/files/latest/download?source=files
Install, then open the .pack file that comes from my mod (likely in your workshop folder) navigate to the main_units\dwf_sogcomp_core table, then modify the "campaign_cap" column to your preferred amount. -1 = infinite.