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The rest of the submod is really cool tho ! (haven't been to the late game yet)
Plays as Negash of the Tomb Kings. Almost elite troops. The dwarves knocked me down in a 12-unit ranged squad. This is definitely not the norm.
It's easy to get it fixed, simply opening the mod .pack (with something like PackFile Manager), and in db/land_units_tables/elo_grey, find the "gatling_gunner" row and change the "Man Animation" field from "hu3_dwarf_drakegun" to "hu3_malakai_makaisson_crankgun_and_2handed_axe" (I checked the base faction mod to see what the correct name was).
I made sure to disable all other mods and just test the Graybeard's Prospectors mod, SFO, and this submod, so I'm fairly sure this is the one causing it, thank you for the work you put in making this patch
GB units are too weak against SFO units.
Further, playing as Repanse I've begun to notice that none of the techs that should improve buildings IE a tech for 15% from gold mining and 50% from pottery, salt and dye actually work in game anymore.
Not sure if the two issues are connected or not.
But some units are (New) not balanced for SFO
Will you update this SFO SubMOD? ...
orginale mod Aktualisiert 29. Juni um 21:25 Uhr
with best regards feldwebel steiner
That is not a mod issue, deployed units from gyrotransport count as summoned and summoned will not recive any campaign buffs, army buffs or faction wide buffs
Isn't that like a large part of the faction's play, that the infantry are more fragile and lower in number?