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with SFO option of factional buildings cap, plus the army caps, the silver and rare units can get used up very quickly, so brings common glade guard/riders into there own a lot more.
Of course depends on how much you would to expand (practical or not) you want to make it, making it players choice helps to reduce comment tennis :P :)
there work fine, pos some details that you would see, but other wise SFO comparability should be that hard.
of course if this was pure script, then it will hopefully reduce the need for separate patches, only you would what most doable.
would like to see more, and play choice allows people to tailor it there style, so author did have to guess as much.
thanks for your efforts :)
Modders, imo, are what saved WE's. Modders_all_the_way. You all really do the work of gods and giants. It's the subtle changes, such as this ammo mod of yours, that gives more utility to a faction that still, again imo, cashes in and plays best as a glass cannon. So, yeah, thanks for all you (and any other modder reading this) have done. Literal faction savers
Even during that time, though, one could make a full stack of Ways, get the enemy to blob up and them unleash volleys of pure death. Problem was two-fold though, players either (1) Ran out of ammo, which likely meant having to take a knee, because Way's were rubbish in melee and that's what the enemy had left, chunky melee units. (2) We were pigeonholed into playing ONE style, and that's already a hard fail in and of itself when the game offers a vast range of units, because we had to make use of as many top tier units to fight against other top tier units.