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Rapporter et oversættelsesproblem
- potential fix for the bug where enemies are able to use the army abilities
@Overkill @Omnplayer
please let me know it the fix worked. May require you to end the turn and check on the next turn.
Not sure if i'll port the Tehenhauin horde mod, but there are definitely some more lizardmen mods in the pipeline.
I've re-written almost the entire script to flesh out the faction mechanics as follows:
- the effect bundle granting the summon abilities is now added to the faction province instead of each army individually
- each use of an ability now has its own separate cooldown per province that can be adjusted with MCT (default is 4 turns)
- sky cohort strength now calculated province wide instead of per region
- added some more effects, effect bundles and icons to provide better info about the availability of summons
- MCT setting "sky cohort strength" has been adjusted to now grant one additional unit for each terradon / ripperdactyl hatchery in the province
the update should work for ongoing campaigns, please let me know if something is not working for you
I'll be fine adding this mid campaign right, for the AI I mean? Just to give em a little boost
The idea of it is great though! Would love to see something for WE in a similar way but with tree units
Or Vampire Counts, beasts supporting vamps - calling them to support him in battle. I might have to have a nosey round your mod haha
There are some balance concerns though, it definitely makes the game a bit easier for Tlaqua
Got any more pictures to show the changes?