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ENHANCED CAMPAIGN EXPERIENCE COLLECTION:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1527477447
Well, DLC is out and SFO ain't updated. Whatever the problem might have been will have to wait for that SFO update first.
In any cases, just as a general tip, unless directly specified by a mod author, use the default load order (as in, do not move them). Since mod authors usually name their mod in a way which auto-sort them in the default ordre. Cannot really suggest any other kind of fix/solution without being able to test the mod myself right now. :P
Do you have both required mods enabled?
l'll check and test it. But that request for addition to the mod's description should be done in the mod that actually does it, not this one, since I didn't do it. At best I'll add the line in the unit's description like SFO did for its new units.
but i think i found a bug: no techs or skill points apply to the juggies. tried all the redline skills, none buff them.
No idea! It was one of my first mod/patch so I never paid attention to that back then. I'll check...
it benefit from most effects which affect artillery and black powder units. I'll look into tweaking the tooltips.
The unit, probably. The cap scripts, perhaps not.
I cannot be bothered to check. But they should be, if the non-sfo juggernaut count as one too that is.
The update was a rebalancing of the stats, making the unit version focus on melee and the ranged version focus on range.
Technically that won't break this submod, it's just that you'll still get the old balance of both unit (solo and heroes version) instead of the new deviating one. I'll update it eventually, but not right now.
Original mod got updated, could you please take a look at it if this needs to be fixed?
This is what I changed the table to. Originally this was set to workshop_1. Presumably (did not test), only the first level of workshop would give juggernaut capacity, but then level 2, 3, and 4 did not.
I've changed it for myself, obviously, but you may wish to change it in an update. I've tested that this change fixes things, using ONLY SFO, Juggernaut, and this patch mod.
I do not think the patch conflicted if you meant the "Steam Tank Mount" mod. And chaosrobie should have fixed the incompatibility on his end.
got a suggestion, maybe a crazy one (rofl) but is there a possebility to add an etheral juggenaut mount for the clan argund ghostly engineer hero?
Once I am done with Return of the Lichmaster sfo submod, I'll do a pass and check how to add caps to these.