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报告翻译问题









-you would need to add a new entry to 'buildings_units_allowed_tables' to set the building you can recruit them from.
-entry in units_to_groupings_military_permissions_tables to make the unit available to recruit for the Sartosa faction
-entries in 'unit_set_to_unit_junctions_tables' so they are affected by Sartosa FC Campaign Buffs
Even if you don't have much experience with modding it shouldn't be too hard to copy the entries I made for the Sartosa variant and replace it with the ror, just remember if you see a number key in the entries make sure to make it unique from the other keys.
-For now I've Changed the names of lumberjack units to woodcutters and board axes respectively for maximum IMMERSION (got bored and felt like making these guys come across as more natural, still keeping silly descriptions)
-Adjusted unit icons for better role indication and edited sartosa variant art to match more w/ base.
-Tweaked unit stats and costs a bit. (+50 cost, +2 CB, -2 MA)
-Added Unique ROR variant exclusive to the empire recruited from T3 lumberyard.
--Better Stats, Fire attack, Immunity to Psychology, new passive called Expert Woodcutters.
--Expert Woodcutters grants bonus vs large/charge defense when unit is in a forest.
--Got Plaid Shirts.