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-Monsters for Throgg (and friends) >some of the units are hidden and cannot be recruited
-The Warrior and the Monster > None of units are available for recruitment via their building chains
= Due to the changes to the bulding options, not a lot of units from other Norscan mods are available, I have tried setting the mod at the lowest point in the mod list and it still hid all the other units from other mods, including beasts and some monsters
The mod is awesome and the new units looks really cool, lots of work went towards making it and it shows, but using it, pretty much locks you to using trolls and trollblooded 70% of the time.
I have a very little time for modding. So if you can please help me.
THis messege is sent from a fone.
Units added
Reaver Sea Dogs
Reaver Sea Dogs (Shields)
Reaver Sea Dogs (Hunters)
Reaver Sea Dogs (Spearmen)
Draughr (Shields)
Draughr (Bow and Spear)
Draughr Algul
Stonesquatch Troll
Stonesquatch Troll Raveger
Norscan Reavers (Heavy Crossbow)
Norscan Reavers (Shields)
Norscan Reavers
Norscan Reavers (Spears)
Dire Wolf Riders (Dual Axe)
Dire Wolf Riders (Spear and SHield)
Greate Chaos Drake
New hero for WUlfrik Faction - Vikti Shaman (Can summon Draughrs) Have life Magic at disposal
with best regards Feldwebel Steiner
New units for Wulfrik
Norscan Reavers (Heavy Crossbow)
Norscan Reavers (Shields)
Norscan Reavers
Norscan Reavers (Spears)
Norscan Feral Bears
Dire Wolf Riders (Dual Axe)
Dire Wolf Riders (Spear and SHield)
Personally, I think that's their prerogative, but my advice to anyone downloading this mod would be to just be aware that once the next patch lands it'll probably be unusable.
Your mods are great but have the same issues across the board when it comes to updates. You simply don't update them or fix any issues when there is an update (or just in general).
Of course...you don't have to, at all, but it would be nice to see if you loved the work you do, which I can clearly see is true, you would want to support it all for the community for as long as possible.
Just my two cents.
I run several mods, and I turned of anything else that impacts garrisons. As soon as I enable this one, they all go to 0 (at campaign start and as they are captured)