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There is a weird white square in the corner of the unit card and that made me think that it is due to a bug.
I checked the requirements to build the unit and I had fulfilled everything.
Anyway, thanks for your work :)
Personally I like it, especially since I'm using mods that makes veterancy more powerful, that's why I really liked the rank gain for ROR since if they start at rank 9 already they were outskilled by their basic counterparts by far. Since now it's stuck at 9, it still keeps them a bit on top of the basic ones if the +X rank skills affects them.
Now, I've tested it with only radious part 1 2 and 3, and this mod. (KMM launcher ofc)
Fixed it.
Thanks for all of your awesome work!
Also, I feel Ogres being recruitable would be a little odd.
- Support for the most recent patch, DLC, and FLCs,
- The ROR recruitment system has been reworked - you now get a cap for your RORs that gets increased with every building/tier that has ROR recruitment enabled,
- Every increase is to the ROR cap as a whole, not the individual unit,
- The mod now requires Part 3 of the Radious Overhaul due to the integration with Chaos and Beastmen settlements,
*Fixed missing immunities of certain ROR units
2) How about linking ROR units to technologies? In the current situation, most ROR units "withdrawn" from the game their analogues
Example: Zintler's people do not get up (rakes guard) when Karl on the R guard has a buff of 10 to large, and this, without exception, for everyone, even the usual branch does not buff them either
- Fixed missing recruitment for Everqueen’s Court Guards (Sisters of Avelorn) ROR,
- Increased the recruitment time of Skaven RORs which have incorrectly had 1 turn assigned,
- Fixed missing/mismatched additional buildings requirements for Death Runner and Stormvermin RORs,
If yours checks out, my game may just have some other mod conflict or load order weirdness!