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Also would it conflict with SFO?
@2guildwars Units should actually shatter on the 3rd route, if it doesn't work it's a bug. I will look into it. The problem with units fighting on with heavy casualties has more to do with hammerers being stubborn dwarfs, you can often break other basic units just by flanking them.
@Twitchey I haven't removed it but I changed when it fires to match that of historical TW titles/
Heresy, clearly you are some king of demon.
In seriousness though, this is great work, definitely going to be utilising a lot of this one, several of the changes I already changed to similar values myself, so it seems like we prefer a similar style.
I might have missed the listing but have you also considered removing the battle victory conditions that ends battles at a certain % of troop losses? It doesn't end up as severe as it sounds as the battle still ends if all enemy units are fleeing at the same time, and it makes actual fights substantially more brutal in general (while largely getting around the vanilla mechanics that allow the player to pretty easily run down mass troops in the end of battle screen.
You don't need to add it or anything I just thought you might appreciate how that edit changes the mechanics too. There are mods that have the exact table changes etc if you are curious.
Vanilla RGB values are
wh2_main_hef_eataine: Primary (113, 164, 225) Secondary (43, 48, 149)
wh2_main_hef_high_elves: Primary (61, 96, 136) Secondary (188, 59, 41)
Faction unblockers should work fine.
@Lancelot: Thank you!
@Logan054: Thank you, but as with the mod for the first game, I don't have plans to add any new units. Still, another mod that simply adds new units would be compatible with my mod.