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The screenshot I've attached highlights the area where the enemy archers are presumably stationed. In this particular case, I know the enemy has a single squad of archers. They become visible when they flee or die. The image shows that there are archers among the dead, but the squad itself is not visible.
https://i.postimg.cc/fWYj5TYb/712100-1067.jpg
1) Remove Shieldwall population update, this mod is it's continuation. That mod is outdated, dont use it at all.
2) There is a mod called Shields down while marching + ultimate animations, use that and replace the single versions you use
3) Put all the mods BELOW ours in the mod loader, probably works better
Also great mod! Im having a blast, keep up the good work
- SW REFORGED
- SW Variationn pack 3
- SW Population Update
- Shields down while machine
- ToB ultimate animations
- Boiling Soul beginne
- Unit Formation & Abilities (UFA) - SW overhaul compatible Version
- Blood Aftermath
QUESTIONS:
(1) How to understand whats a proper load Order?! Finding: some Order doesn’t Start the game….
(2) For UFA mod, do I need the SW version for Reforged?!
(3) any comments/experience on my set of mods?
Welsh vassal's removed and Cent & Suth Seaxe are now defensive allies instead of vassles.
• Lowered the negative speed effect caused by fatigue
• Slightly increased archer fatigue
• Added Loose Formation to all skirmisher units
• Added accuracy penalties to the negative effect modifiers from fatigue
• Increased maximum unit width — units can now be stretched out more
• Custom Battles revamped: Introduced campaign units to Custom Battles, all major factions included in this first iteration, land battles only for now
• Added Loot and Occupy option for all factions when winning a siege
• Added basic decrees to all factions (first pass, more work to come)
• Removed home screen smoke (big deal!)
• Adjusted Wessex starting vassals
im glad you are enjoying it