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Unique & Asymmetrical Factions! We need your feedback!
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Cursed Hawkins
Автор сообщения: Voply
Автор сообщения: Cursed Hawkins
Bug feedback for Human faction
Footmen require "Fort" (also the A.I straight up cheats and can still buy them when at T1) what's the logic here? Orcs get their Warriors but Alliance needs to be in T2 to get their T1 unit.

A.I bug feedback for Human faction (I know this mod is probably meant to be used for human versus human lobbies but people like myself are going to be testing it with the A.I first)
Since Church is a T3 building the A.I won't build this structure similar to how the Archer is a T2 unit and won't begin building it until the Sawmill's constructed to "unlock" it at the Barracks.

Crash Alert feedback
If the Apprentice dies this will cause the game to crash.

Thank you! Bug and crash will fix.
Here is Idea.
Archer is starting unit for Humans. Humans are Ranged early game.
Orcs can build goblin rush in early. Should be fun. Eco or Rush.
And the food need? I know farms were increased from three to four workers per farm (I didn't see if the gain was altered) but when the units at most are at least double digits, the mod itself basically directs you to only have a handful of units, versus having something like an army, then there's the heroes... I honestly didn't even think to recruit them because 80 food upfront (which I presume is also the maintenance cost) just made it very unappealing to bring one forward (plus in the case of my Ork gameplay (which is why the two feedback posts are split) I was already maxed out on workers thus maxed out on what farms I could have to maintain my army which mainly consulted of Gretchens, Warriors and a handful of Goblins for home defense).

Speaking of the heroes assuming this was just my end but I was seeing what I assume is the unit ID number in the card including the heroes, then there's the imbalance with the custom units versus the vanilla units, the Gretchens being weak I can understand they're not meant to be a permanent edition to an Orc army since the option of recruiting them disappears if I remember correctly after you hit T2 or T3, but did the Bandit Lord need to only do seven damage for the price being asked for? Moment the lord went up against even a small group of hostile Footmen when I tried the lord out, they didn't even make a scratch on the Footmen.
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мегахряк
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