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Going forward, I will not be supporting the individual sub-mods for the "Rayes Extended Units" It is very difficult to ensure all separate mods are up to date and working properly, and ensuring each mod is matching to the all-in-one mod pack entirely. From here on I will only be supporting "Rayes Extended Rosters Complete Edition" I will not be removing any of the sub-mods from the steam workshop, but I will no longer support them. Instead all updates will be done in the complete extended roster mod. I know this may be inconvenient but despite the sub-mods showing out of date, they will work the same for a long time. I encourage you all to try out the all-in-one mod. My original vision for my mod was to make one big mod that adds plenty of balanced, unique units to most factions, and because of this, I will be spending much more time on balance tweaks.
Thank you for understanding, and for supporting my mods, and I look forward to bringing new future content!
Should be fixed, seems like hotfix 2.1.2 had something to do with this disappearance, but it should be working now :)
For some reason any trace of the Red Crested Skink Cohort (Javelins) has been deleted from this mod, luckily, I still have the files saved in my complete roster mod, so I am working on fixing this now :)
Thank you for pointing these issues out. Since the Temple Guards with maces only get bonuses from the vanilla temple guard upgrades, such as Sacred Guardian for lords, and a select few researches, and not any saurus upgrades, I've increased their weapon strength and melee attack to make up for their late game falling off, and also gave them a bonus vs infantry to set them apart from the vanilla halberd temple guards. I've also addressed and fixed the attrition, and all three of these units are now immune to all of the attrition that every Lizardmen unit are.
Higher armor and leadership, but lower melee attack, melee defence, and AP weapon damage.
A lot of this is due to not being improved by the same technologies, so temple guard in general are underwhelming until very late game because those early technologies are enough to bump standard saurus performance above them... but without bringing the halberd unit's AP damage that distinguishes them from Saurus Spears, the Mace Guard struggles for a niche.
All three units lack the Attrition Immunity for Swamp and Desert that Lizardmen units have as a baseline.