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Rapporter et oversættelsesproblem
Regardless of the above balance concerns though, there is an actual issue with them. You've seemingly got them flagged as usable by Cold Blooded units, not C'tis units, as Pale Ones are quite capable of picking them up if dropped. Or equipping them from inventory. Neither of which seems intended given the description.
The added ghoul untis for Ubar are considered undead units- but should be considered magic units. They're marked as magic demons properly on the unit info but the game adds them to the commander's undead pool. Maybe something got messed up when the new ghoul zombie units were added? Kinda funny that normal ghoul is magic but ghoul with a sword is undead, but it makes the new zombies less usable
Also, not sure if this is a bug or not, but the Ifrit Pretender ubar uses, son of the first flame, has had its unique skin changed to the standard ifrit sultans? Can that be changed back? I get the sultan skin may fit with the lore a bit better, but the vanilla skin is visually distinct which is nice because the Ubar hero usually has to run with an entourage of ifrit sultan commanders.
If it shows up on the main menu at the top left you're probably good. Just check EA Nation list for Bantay Tubig. If it's present the mod is active.
The spell "Lost Land" simply doesn't work. I've tried it across two different games and it does nothing. It takes the Gems, but the selected land is neither hit by a flood nor does it sink.
Kinda struggling with a decent pretender design but I love how clear and defined the mechanics are. Thats kind of rare in modded nations.
@Zan Thanks, will fix that.
Going to leave the flipper as is for now, will take a look at it when Oceania gets another balance pass.
@karlsc2000 For Oceania: Yes, hoof attack on land vs poison barbs is probably fine. Barbs just tend to be more predominate underwater, especially among indies. I guess the balance decision can be made on whether or not Oceania in DE feels weak underwater or not. If they need help, removing the flipper may help.
If I remove the flipper they still have the same problem with barbs on land, as does anything with a len0 'bonus' weapon they technically aren't forced to use.
I tried to curb the issue a bit by making coral armor come with an extra repel check and reduced the damage it deals, but may need looked at again.
@BadCub Yep, that's the joke. :)
@p0w311 Weird, not sure why the other mod wouldn't override DE. But no, will not be splitting the bless changes off - They are all at the top of the .dm mod file and can be removed pretty easily though.
The added length 0 attack actively works against the units by triggering poison barbs.
i imagine you wont have to make many changes to them after you decide how you want them to be.
i like using another mod for blesses but it seems to overwrite the changes even if i load the other mod 2nd