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When you confed a faction you get to keep its armies even if you cannot recruit its units I think. So you'd keep their special units.
About making more mods, as I am not playing warhammer 2 right now I do not want to create more mods to maintain. But doing what you ask if actually simple, specially within a same race, could be a good first mod to try things out.
Do you have ChaosRobie's Sea dragon mod enabled too? You musn't use it.
ALso try to unsub-sub to make sure it is updated.
Ehhh, I guess, at least it would be simple to do and not require balance updates in the future. Will take a look tomorrow.
Although it should probably been rebranded as a submod for SFO rather than a submod for my original vanilla mod. I could still redirect people to it though.
SFO integrated it in the previous update, so this patch or the base mod are no longer needed.
Even if some few bits might still be useful/tweaked, simply enabling the base mod would break something else due to duplicate IDs.
Found a mistake in the army cap script (the green/orange/red banner thing). Fixed and testing...
Do tell what you saw which seemed wrong. Perhaps I did mess up somewhere, I didn't test in dept. Were the dragons missing SFO diamond cap thing if you selected army cap? No quantity if using faction cap?
All of my mods should be fully compatible with both of SFO cap system (faction/army) and with the cost-cased cap for sfo mod found in my workshop too. Unless I messed up somewhere.
The dimela of staying close of the base mod idea or changing it more. Right now it's "proportionaly" balanced compared to vanilla (Sea dragon is basically a black dragon with very minor stats changes, and helldrake is the same as the sea dragon with less HP/damage IIRC).
Took another look at most monstrous infantry in vanilla vs the vanilla helldrake. In pretty much ALL cases, the helldrake has MUCH better stats all around, but worst weapon damage than other monstrous infantry of the same cost (rat ogre, kroxigor, troll, ushabti, crypt horror, animated hulk, mourngul, chaos spawn...). So one could say that they are "designed" to be different from the monstrous infantry general trend...? I could do the changes suggested, but I'd prefer not, since chaosrobie designed them to be have high stats but low weapon damage compared to similar units, Tho they may be overtuned in vanilla and thus this translated into SFO... Will keep an eye on both SFO's and vanilla's.
Second, a balancing suggestion. Maybe decreasing the Helldrake Packs melee attack and defence to 50 and 35, while increasing their weapon strength to 110 or 120, more fitting the SFO monstrous infantry.