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Сообщить о проблеме с переводом
Hello, I saw a few comments about units from other mods not being able to be recruited. Is this still the case? Any custom units from other mods will not show up in recruitment for Morathi's Faction(like ones from legendary landmarks etc.)?
Amazing mod btw ;)
Just curious, but why did you use "wh3_main_def_morathi_modded" instead of just overwriting the faction?
I appreciate the reply.
Game keeps asking for it to be recruited via missions its driving me crazy, since you "replaced" them I cannot recruit them to the faction, isn't it simpler to keep them as a option? we get double tabs these days that allows for both to exist at the same tab
I see that the VCO ones are recruited through the vanilla-hidden cult of pleasure building. The fiend could be fixed by doing a COP version like you did for the keeper so we'll be able to recruit it without victory, but I am not sure what to do for the keeper. Is it possible to add a script listener thing that wait to see if you get that victory condition/long victory and just add +99 to the keeper of secret cap or something?
Tho I guess that it ain't that big of an incompatibility, I assume the victory will just let us recruit the fiend, so only the unlimited keeper will be missing.
Not sure if it's just from me running all graphic settings on maximum, though.
Well to me the mod is perfect because it’s exactly how I want it to be ;) If someone wants to make a submod that’s perfectly fine to me
Would you object to a sub mod re-enabling Khainite recruitment through Black Arks, this is a really cool mod, almost perfect, but the Black Arks lacking Khaine units seems arbitrary and comes with incorrect UI information.