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I was having issues with KMM so I uninstalled. I need to reinstall the game (I have the mod folder and can do some editing but will need to get the game back so it can update Workshop.)
Honestly, wasn't even aware there needed to be updates but I guess that does make sense. I'll make a pass but it won't necessarily be until closer to holidays when I get some more free time. Although it's possible it will be in the next 10 days.
I always felt like (well besides the hellcannon) that artillery was somewhat weak. Remember that if you're using this mod, you're using SFO too and I believe SFO amps up everything. I do agree the developers made it more arcadey which is why PC2 and Brutal Battles (or other overhauls that similarly extend battles) are must-haves. I refuse to play vanilla TW anymore, as even Attila was arcadey before similar modding.
Unplayable in my view, but its really the fault of the developers for the crappy campaign/buildings and arcade style battles.
Um, what do you mean, this is an SFO submod? If you mean compatibility with other submods, like additional units or things that alter certain combat related tables, then no (or there will be some conflicts.) I don't actually play SFO really so I can't tell you about other popular submods.
Was extremely tempted to, but in hosting someone else's mod like this I simply applied the formulas and tried not to make custom edits. HOWEVER, I am putting the touches on a combined Brutal Battles and Proper Combat mod (there have to be some choices as one bumps up charge speed and other other reduces it lol) and I will make my own choices for that one, including reducing that absurd speed, increasing the Medusa's ranged attack, making sure homing missiles actually magically home (like Wulfharts) to overcome some of that glitchy non-firing, Frosty's massed bombardment, old school Earthblood and Nehek, etc. I have a version I've used the last two years but it needs updating.
should be fixed now.
Let me know of any other feedback.