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As many before me asked, if it wouldn't be too big a hassle for you, would you kindly make the AoR changes into a stand alone mod?
Although thematically it does fit the lore (dwarfs being suborn and all), gameplay wise I personally hate the fighting against a timer... :'(
I tried to make tresspassing agreement between malakai and other dawi factions but it's not working when forced via scripting and you still get diplomatic penalty....
In my experience you can greatly offset respassing by helping fellow dawi in their wars and donating captured regions to them
Drinking is automated now. Didn't update mod's description
Other 4 options should be working but some conditions should be met:
* you have enough money
* target in TSOG range (except travelling)
* for travelling - you didn't move that turn
But you can recruit the from horde military building and complete the quest. it doesn't take long. You can also bug out the mercenary button if you really want..
Had several fights, hewers getting kills in all of them.
Adventure objective "kill 800 enemies with goblin hewers" is still at 0/800
It seems kills from waaagh units don't count. Please can this be fixed? Or allow us to recruit the units into our main army.
Haven't heard any complaints about AoR before. And you can even see some people asking for a standalone AoR mod.
You might have had a tough start where all other dawi factions were annihilated and amount of grudges skyrocketed
Mod hasn't been tested in MP and I have no experience with MP scripting. Will try to learn about it after the mod is flashed out
@Al3xtheMeh It's intended to be an one army adventure campaign with some defensive sieges (type of battles I'm usually missing in my playthrough)
SO I've updated the mod:
* Support army now receives bonuses from lord's and heroes army wide buffs applied to main army
* Support army now has an upkeep and uses a supply line
* Drinking is now performed automatically each turn. Effects applied to the main and support armies
Planned updates:
* Spawning grudge armies for reaching a new age for the first time
* Add a new ability to TSoG
* maybe something else which I forgot right now
I also feel like the new start position is a bit too far from Adventure Quest Locations and natural allies, but the instant travel to friendly locations definitely makes up for it and hopping around the map.
Might I suggest making that, instead, the Grudge Settler army? That way it can still be added based on what you want, it can be replenished, and thematically it makes at least a little sense. That or, as said before, a purely slayer based added army, where the throwaway nature of it also thematically makes sense.
Malakai's Adventures mod does remove regionless attrition and complete conversion to a self-sustaining horde, along with the other stuff it improves upon.
How do you deal with no settlements attrition?
I wish I knew how to do this on my own lol