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Depending on the complexity, I may or may not give it a shot.
However, as this was just intended to be a re-upload, I must remind you that I am not a regular modder, nor do I have the tools needed to make sprites for new units/abilities.
have a good day and thank you.
in fact. a number of my mods arn't.
am i missing something? like did a update mess up the mod list?
But on the topic of worker vs fighter... even vanilla options have that? I remember running a Necro and had skeleton workers that would still fight... So it really throws me off that they had it separated like that. Regardless, if you did fix it, that's pretty rad. One of the pseudo exploits I would love doing with this particular mod is using the golem spawn rule to farm up early stone... Spawn the 1 or 2 free golems, kill them, collect the stone, rinse repeat to get an early start on traps and reformatting caves etc.
Thanks for the work you put in :D
Again, I haven't actually played in a long while. Sorry for the confusion. On the topic of equipment slots, you could technically look at any file for vanilla units to try and see what the code could be for equipment slots. That *might* help. But, unlike you, I have never actually looked at the code for this game. So I am unsure of how it is even set up. It's just an idea that came to mind from experience of rewriting code for some other games.
They have even more issues than the automatons do lol.
If not, oh well.