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I don't mind the fact they rampage, but is there any way to have them stay in the control group?
Yeah, I understand. You're right, there's nothing I can do about that.
You know I feel like one the biggest problem with sieges in WH2 is that on the walls, units cannot turn properly. They are either facing the attacker or have their backs completely to the attacker. So when attackers land on the walls, half the defenders have their backs to them and aren't doing jack, and when they finally respond, it causes the AI to sometimes just run their troops on the walls wildly to and fro.
They really should have allowed unit formation on the walls to be the same as on the ground (ie. can free rotate the direction, or at least the face north-south-east-west instead of only north-south.
I'm not sure if this is something you can fix, but I wonder if this is fixed in WH3.
1st image: That's not a bug. That will resolve properly after game bootup if you have the Cold Ones [HN] mod, and do nothing if you don't.
2nd image: Also not a bug, but a design choice. Spear units cost more, but they have a more narrow use: they're anti-large units. Spear cavalry are basically only good against other cavalry. (Regular spear infantry would be superior vs large entities.) Plus with AI tactics programming it is more likely to send cavalry against infantry, rather than other cav. Meaning that the non-spear variant is a more generally useful unit for the AI on defense, despite it having a higher price tag.
I also observed that for lizardmen province capital, there is a downgrade of the cavalry when upgrading the walls from tier 2 to tier 3 https://i.imgur.com/XZoN409.png Cold-one Spear Riders cost more (recruitment and upkeep) than Cold-One Riders.
I'm not sure if the two issues are related.
Good question. Kislev will have the summoner heroes but the others won't.