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Thanks buddy, that means a lot
Damn dude, that's tough. Take it day by day, that's all anyone can do. It sometimes feels there's been no improvement when there really has been. Keep putting one foot in front of the other.
Since then, I've been through a quadruple bypass and a gall bladder removal. Man life hits.
And even with all that, a part of me looks forward to being able to play WHIII again just the way I want to, which means getting this mod running again with all the changes Lost2Insanity has made to Wez Speshul in the last year, integrated with my fav units from expanded roster...which is basically just hill goblins and armored squig now. well...dual wield orcs...yeah...I miss them
Unfortunately, I'm still recovering, and can barely muster the strength to play for an hour, much less figure out the mod structure again and rework it the way I want. I do hope to do it one day, but my health has other plans.
It's pretty much on hold, but I'm still around. Not only the mod has changed radically and expanded quite a bit, but a new DLC came out, so I have a lot to consider. I purchased the DLC already, but haven't played TWIII at all, but I'm about to run through it and see what I would have to do.
Many of the units I originally wanted to have between expanded roster and wez speshul are covered now, so I think I would be down to just the hill gobs and armored C. squig...then getting rid of dupes would be the main purpose of the mod.
Also, I don't really know if the new Tinitt Wez Speshul mod adds old world rites functionality...if it doesn't, I'll probably add it to this mod (it was originally in my T4 Tinitt mod). Only a script add is needed to do that, so it doesn't cause a crash if the user doesn't use the mod.
TL:DR, it's basically waiting for me to get back into the game, then I'll see what I can do with it.