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I appreciate the love people have for this mod. It may take awhile, but eventually I will be back
I'll keep this version up until the author will be back
Take your time for the update. Just really hoping this amazing mod won't die.
@D-Lox - main thing I would like to add first, are units for Malus. Would like to figure out some of the start pos stuff as well, and move Azagh to troll country, an grimgor to the new area around pig barter.
I've been looking for a DE unit mod and this seems absolutely great, i would really love to play it on campaign, thanks.
I want to finish this mod first. Though, again, will be awhile before I can even update it once the DLC comes out.
An yes, my imagination is only limited by CA's modding tools lol. Which sadly are limiting. Else I'd have made my OWN medusa unit before they did XD
I'd also have clan moulder's units in the game already. Dunno why we got the death master and not Thrott the Unclean.
Custom faction? Huh... Is it totally custom, or in someway related to WHFB universe?
Then I want to create a custom faction based on a character I wrote about years ago. (am a writer)
After that, I'd want to bring my own vision of the Amazons, Haflings, and such to life. As, despite what good work they've done, OvN's take on said factions aren't what I'd want. Especially the halflings, which I think have enough lore that you don't need to take such...creative liberties with them.
Like say, new units or abilities for the dark elves in the vanilla mod can be brought over to this one once SFO is updated, and just tweak the numbers.
Vanilla version of mod? With all due respect, but isn't it a bit counterproductive? In my understanding, it's going to double the amount of your modding (quick math) work? Or you regard it as "demo" of your actual mod, which is based on SFO?
NOW, once SFO is updated I will update this mod :) So NO WORRIES there. An I will continue to add to this Dark Elf only mod.
The other, vanilla one, will have tweaks and additions to various races.
I am most interested in Malus himself, and the new hero an lord - as they will add more head types, more torso types and the like to play around with.
I wanna know your thoughts on new DE units in the upcoming DLC. Do you have any ideas how to kitbash them (if it's possible, ofc)?
Personally excited for the new scourgerunner chariots - Did you notice these sick harpoon-firing "crossbows"? Can you imagine ranged Black Guards wielding those things, instead of generic repeaters? Brutal AF.
An sorry, it's one of those "can't please everybody" situations when it comes to army caps.
That said, I am looking atm to make a vanilla mod that will feature some of these units (weaker, vanilla balanced versions) that won't have any cap. Aside from the legendary units.
Shoot. Ok. I'm using SFO.
Lastly, are you using SFO? Gotta use SFO with this. An have the dlc.
One more thing you can check is load order. I make my mods for the vanilla mod manager, not KMM.