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A single 6 units group of redoran arms master can be easily recruited early and basically kill an infinite amount of regular opponents due to being too armored/piercing resistant for archers and too damaging and fast-acting against enemy melee infantry for them to even get to attack, not mentionning how insane the council of elders is, and it's not like redoran struggles in the earlygame either.
Though I didnt try out the other clans much so I can't compare them.
Very nice to hear so many people had fun with the mod so far!
Only issue i have is that there is a definite best way to late game victory that involves building ridiculous amounts of diplomats with the ridiculous piles of gold you get with house Hlalal ( merchant house). And you don't even have to start with the merchant house due to the interesting embassy mechanic.
But truly an outstanding mod.
Aura of Unlife would be ok for necromancers where most of your units are undead anyway, but for House Indoril it's a huge liability.
Would it be possible to remove the Aura of Unlife spell from Keepers of the Dead? That spell is a huge liability for armies that aren't undead, they keep killing friendly units with it.
for the author: add a period in-front of your .png refs. the servers don't know how to deal with general / references.
This is an excellent mod, and it would be such a pity to give up on it just because of minor conflicts. Therefore, I have modified some of the selectterr-num and monster names to resolve these issues.
Monster name(dreamer) conflict with mod"BloodandHorror", I changed this monster to "dreamers" to resolve the conflict(don't forget the pic-name in sprites).
The selectterr-num conflict with mod"myconid_lord","warlock_enhanced","burgmeister_enhanced","baron_enhanced","DragonMerchant", after I changed the numbers, the mod runs smoothly without any issues.
Have fun :)
It is not a MOD, you're making a new game.
What would you think about making a similar mod, but for World of Darkness/Vampire the Masquerade?
Lol, sorry for this huge spam of Argonian Slaves, I was testing out some House Dres stuff for the last hotfix and I forgot to delete test units before uploading the new version. Telvanni mages descriptions fixed!
As a minor bug, some of the Telvanni mages have the Wizard of the Golden Dawn flavor text. I also don't know if you're intended to start with nearly 100 Argonian slaves and several Dres commanders or if that's a relic from testing.
Lion: Lol yeah, Dagoth Ur definitely is insane!
Wonderful mod !
His army summoning ritual is just so, so OP and I love it
I love Morrowind though and I can't begin to say how awesome this mod is!
at least thats where I found it
BobDaveson: Yeah, you need a non dunmer city, town or port or a city from another house than the one you're playing atm, check out the PDF file, I've described it in the guide :P
Played with only this mod enabled, as a Sixth House