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"The following mods cause a crash to the Database: sb_dwf_units.pack
The first invalid database record is
wh3_default_land_monsters_heavydwf_runegiant in table
cdir_military_generator_unit_qualities_tables
and pack file sb_dwf_units.pack"
I've had this crash report when running exclusively this mod, do you have any idea on what could be causing it?
*** One small issue is that the flame effects on the Flame Gyrocopters are glitchy. The projectiles aim in random directions and the first salvo they spew never disappears from the air.
After more research, I discovered that "Gryo Copter Buff" apparently has conflicts with most unit mods like Lost and Found.
There now does seem to be a visual bug for the flamethrowers though, ugh.
There is a bug involving custom/modded units using ranged ammunition.
Is there one, here?
Legend for being so quick on it <3
Also, thanks for the bug report and being so polite! :)
Was wanting to let you know that the Bugman's Blasters and Ranger Sharpshooters have "Stalk" listed as an attribute in the little "At a glance" section of the unit pane, but in-game (and on the bottom bit with all the attributes) they're missing it.
Compared them with the regular Bugman's Unit, and it was functional for them, but not for your two Units.
Take care please!
Just thought I'd let you know dude!
Longbeard Longfangs: Longbeards riding wolves with Anti-Infantry bonus, while still retaining encourage and immune to psychology.
Ironbreaker Thunderhooves: Ironbreakers riding powerful boars, slower but heavier than the longfangs. They still have the blasting charges, though fewer due to smaller unit size; nevertheless they can disrupt a troop concentration and fire on the move with slightly higher range, potentially creating an opening for a vicious charge.
One more unit I thought of:
Deepguard: Halberd Infantry, same tier as hammerers and similar stats in many areas, Deepguard are powerful and tough counters to large adversaries such as cavalry and monsters. They also do a respectable amount of armor piercing damage.
I was trying to remove something from another mod and could not figure out how to stop allies from getting the unit. I thought it it was removed from the buildings table then it would stop outposts from getting it too!
I'll give it a blast soon and see if it stops it being recruited! Cheers Steel!