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I know they are Archaon's backbone infantry, but in WH2 the chosen are simply too strong to be a core unit.
I feel that a point system is too restrictive as while some units might be more useful than others that doesn't mean they are worth more than two or even three other units.
As a Skaven player I honestly have never used the 3 point units (and IIRC there is a 4 point unit) because that means adding even more clanrat/slaves units to the army, which is a big nerf for Skaven. On TT you could win with an all clanrat build due solely to overwhelming numbers, but in WH2 you will lose every time due to the 20 unit cap.
Works perfectly and makes sense in a way.
One UI request: can we somewhere see how many special/rare points a unit consumes after it has been purchased? E.g. in the army.
Say I want to make room for a new special/rare unit but it's hard to tell which unit I should kick. Right now, I can only see the cost when I recruit and if I am in another province where the unit I contemplate kicking is not recruitable, that's not an option.
Also, bug report maybe: I can't see the unit card of a unit that I am not allowed to recruit. Makes decisions of who to kick/recruit tough.
Love this mod though!.Thanks!
I wish there was a version where every unit is 1 point.
a unit witch the ork's are only ever allowed to have one of each type in an army.
would recommend if this was fixed.
This function is used in all of the necessary places already, but currently just returns the default capacity values.
The idea would be to increment the allowed special and rare points every 5 levels.
I have looked through the scripts but am a bit of a noob, so I wanted to ask: has this been considered before? Is there some reason it couldn't be done? And if it can be, could you give me a few pointers to get started?
Yeah, I know the bug you are talking about. But in this case, the Ogre issue stays when I re-start the game.
I feel like stormvermin and some of the weapons teams are by far more valuable than one unit of wolf rats, and they arent even that cheap compared to things like warpfire throwers.
We are considering other character specific stuff as well, so we'll probably add a bunch of that stuff together.
No, you don't need to add units there. The AI gets its groups and weights from the same place the player does, so just making them core is enough.
The units in that subculture_defaults list are used to replace illegal units when the AI is recruiting. If they recruit 2 treemen for example, the script will take away one and give the AI a default unit instead so that they don't get stuck in a loop trying to recruit illegal units forever.
Using both won't break anything either though, it just isn't necessary.
Overhauls such as CTT (for which this mod was designed) and SFO overwrite the costs and groups of the vanilla units to better suit the balance of those overhauls.
I don't really understand whether there's an integration with SFO or not.
Thanks for your time and answer, and keep up the good work!