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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=745699351
Here you go:
AOW_Classskilldata
Skillrogue
AOW_Unitorcs
AOW_unitwarlord
Unithalflings
Unittigrans
Unitfrostlings
UnitSorcerer
Skillsorcerer
AOW_Unitproperties
Classskilldata_DLC3
AOW_Unittheocrat
Unitrogue
Unitnecromancer
Skillarchdruid
Unitanimist
AOW_Unitimperator
Skilldreadnought
AOW_Structures ( Not sure about that one. It's open but I can't see any changes. Maybe I just checked something there. )
AOW_Cityproperties
Cityhalflings
Cityfrostlings
Citytigran
Skillnecromancer
Unitwraith
Good luck!
Slowly it's getting embarrasing.
Or what is the problem you're having?
The mod editor is in it self quite easy to use if you get into it a little bit - especially with the modding guide written by Triumph itself. But the editor has a lot of inconsistencies which often make it a pain to use.
Still loving your mod, adds a layer of fun that I can't do without now! Playing your mod and the others has me interested in seeing how the mod editor works, though I'm wondering if it is a pain to use too!
I would not at all be opposed to you raising the priority of your mod. It has some of my favorite units and it'd be nice to be able to keep them without sacrificing the non-unit based changes (like in New Dawn). Are you willing to raise the mod's priority?
I've noticed that a few other mods create complications for the units included in each class specialization. For example, the New Dawn, Variants, New Support Units, and Racial Reinforcement mods all prevent me from constructing the Elementalist (a beautiful unit by the way). Is there a way to review this bug and improve the compatibility?
I'm eager to see new options, especially ones like this with their potential for truly unique strategic choices (in terms of sphere choices)