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Movement range: %+n% for ennemy units in this region
ennemy should be changed to enemy
Also, I believe the base game uses the following format:
Campaign movement range: %+n% for enemy armies starting their turn in this region
Campaign movement range: %+n% for own armies starting their turn in this region
in closing, again, THANK YOU!
anyway, I look forward to seeing what you can bring, because your line of mods are pretty great. Actually I found SWORD at all because we lost (wh2 to wh3) a mod called "Regional occupation"
limits races (apart from skaven and orcs) to their own realms more or less plus ports (because you can get supplies from the sea).
Sword improves vanilla so much, it does and I'm thankful without a single complaint, however it's still jarring to see wood elves living in Dwarf karaks and humans in magical forests that would kill them lol.
I'm more in favour of letting units be recruit anywhere, but weaker (and in limited number). You need to own the proper region to recruit the strongest rare units, and in greater number.
Check my WH2 mod to see how it was done.
For WH3 I4m using a different method, with less compatibility issue. And working with the engine change!
Reasons to take over other bits of the map and making more sense lore wise / ROR is then possibly way more valuable.
And then I'll port all the old races, one by one. But it will take time, that's a lot of work.
And he did one for dwarves: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1282238213
As you can see they've been done to a really high standard, incorporating/taking them on would be honest. It's a shame to see awesome work go away and it would also make your life a little easier? :)
So u can build a tier IV settlements with garrison lvl 3 tweaked and add walls so the IA have to siege it. BUT its still a garrison lvl 3 without the doors (those u can lvl them up to V) and the bonuses it gives to settlement capital: fused keg defenses and such.
Also the map loaded when fighting are those of minor settlements: no walls.
And so, i was wondering why tweaking garrison for dwarf faction when u can just lvl it up to 4 with the gates bonuses.
i mean i cant find something as close to that except giving more units to garrison :/
I don't plan to make a pack with everything inside at the moment, but keep module such as this one as standalone, so you get decide what part of the mode you want to use.
The changes should be made in T4 mod, or in a 3rd mod, for compatibility