I really think there should be a mechanic in place to prevent the kind of crazy pioneer spam that FE consists of right now earlygame. it's all about REXing right now, you can either get lucky and have a start that allows this -> your empire will dominate <span style="font-family: Arial; font-size: smal
crimsongekko
contrary to OP, it seems I can only design MALE henchman by editing the esisting ones, while I can design a custom henchwoman from scratch just fine.
it seems SW version only includes SW specific militia, so I guess we'd need to use both SW and vanilla version if we're not using the "no vanilla sovs" portion of SW? now that I think of it, this could also apply to the summoner units mod..
something I noticed, you put the unistat_bg tags for storworld compatibility in the wrong spot, they're supposed to go inside L1 milestone
thanx for the update
nice, thanks
I guess he wants to add a new custom sov weakness.
still not SW compatible, right?
fiery gorgons animations often get stuck after they die in tactical combat. I guess they are a halfbreed unit so fixed in q? it seems stuck for good rather than 12 secs.
iirc the "Heroes" mod also used to had the same issue and fixed it, there could be some useful info in that thread
designed units can choose gifts and greater gifts for +attack, not sure if intended.
you could take a look at the lady umbers gift mod since it's similar
ecomental mod makes essence more plentiful, recommended.
https://forums.elementalgame.com/437882/page/1/#3290615
mouse, rachel and brashear traits are selectable when creating a custom sov, not sure if intended :)
are these recruitable or simply trainable units?
displayname of the swamp garden is swamp_garden
it seems like you've put the SW tags in the wrong place, they're supposed to go into the L1 LevelMilestone section.
cool :D
what's that "string not found" in the display options?
there's a pretty horrible starting location in the wildlands map: you've got a wildland walled in by mountains right next to you, gotta go around it but east is blocked by coast so you can only expand around a tiny strap of land first west, then north, then east... you guys really need to make better starting locations because the hours I'
I'd recommend reintroducing Capitar to the game ( Umber is already available ) via a mod first, because with 8 civs only there's gonna be wayyyy too much land ..
seems more like an issue with 4:3 vs 16:9 than low resolution
another oddity I've noted is newly trained units, order to move to a spot outside the empire, will pass through friendly cities and burst to the final destination as if roads were present even on tiles that don't have them.