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I have noticed though this other mod that adds the new mercenary units for all greenskins works for me though. Seems the cave troll building is universal.
I am sick of fighting Tomb Kings, so you're damned right I'll add some OP units to other factions so I can for once not just fight HE or TK for once in my Vortex campaigns.
1. Archers don't seem to be able to get above Rank 6.
2. As with the previous commenter, Scrap doesn't seem to work, but he listed a fix.
3. The mele models don't seem to show up on the screen, only the weapons are visible.
Should be savegame compatible but I am not 100% sure.
And your unit_variants_colours_tables is out of date
- Melee units: Same unit count as Black Orcs
Charge Bonus 29
Weapon strength (Great Axe) Base 14, AP 36, keep Bonus Infantry.
- Missile unit: Remove Rage ability.
- Remove Perfect Vigor for all.
- Units All: Leadership at 72
Reason: This allows the Krimson Killerz to stay as the best orc, melee unit, being an RoR while still making them better than a regular Black Orc unit. Since they have the Rage ability, it seems reasonable to keep their base leadership at 72, and I don't see archers needing the ability because they're going to be well, ranged. Perfect Vigor a little OP.
Also raised melee stats and defence of infantry units by 2, slightly buffed weapon strength, as they were weaker than Crimson Killaz (Thank you Wurrzag) and to keep them balanced I lowered their hp from 120 to 115.
They can be recruited in Tier 4 Barracks.
I don't see any reason AI wouldn't recruit them.