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Could be much worse though!
And yeah, I hate when Devs change some base mechanic or something that a lot of mods need and thus break mods. :(
They changed a table so most unut mods are going to be broken.
I'll be getting fixes out asap!
Dawi now just need gunners with long rifles. :) Like the Crane Gunners, or the new Hochland Rifles.
I might have missed them with the new techs.
I'll take a look and get that fixed soon!
I think you are actually using an older version of the mod.
I moved them to be in the same building as the other gun infantry units rather than the building chain that will give you the Thunderbarge.
If you unsub and resub that should fix it!
I fixed that in the main collection and forgot to fix it here.
I'll get a fix out tonight. Fix should be save game compatible, though you might need to destroy and rebuild the building in the worst case (though I think a reload might fix it before you try that option)
Could you please make a stand alone for the Dawi long-rifle unit? (Expeditionary)
I agree!
Are you using the Versatile Engineers mod?
If so that mod uses my animations, but has not been updated yet. You would need to change the mod order so mine takes precedence (if you have both just reverse them to make it simple).
The patch with the newest DLC broke modded animations and not firing is a symptom of that, so if the non-updated animation is being loaded instead of my updated one, then they will not fire.
Hope that helps!
You will have to do some testing to see which is causing the problem, unfortunately.
Looking into the reason why.
Can you test to see which mod is causing the incompatibility for you?
I confirmed the mod works on its own.
Thanks for letting me know. It looks like the SFO pack is no longer up as the link in the description is dead. I will remove it.
I didn't make that packfile, so I can't say much about it, but there is an SFO submod coming for the main collection and I can easily make one for this mod, too once that is complete.
@adwaren
I'm not really sure what you mean my their ammo count being low. They have the same ammo count (by volley) as Quarrellers and Thunderers and more than Rangers and Irondrakes (ignoring The Skolder Guard RoR). The ammo count it shows on the card is by volley not actual bullet, so they have 22 volleys of 8 shots each if that was the confusion.
I tried to balance them with the rest of the roster and their anti-infantry bonus was to help push them towards that niche rather than just being SEM destroyers which I had problems with when first making them, but I can test them to see if they are underperforming.
Thanks for the feedback!
Packs that contain outdated files that have since been changed in a patch:
L&F_Dwarf_Krankgunners_SFO.pack:
Patch 3.0: Vanilla attributes renamed in main_units_tables.
and thanks again for your awesome mod!
Thanks! Glad you like them!
@BeatzCrusader
I'm not really sure what you are asking as they are completely different units. The crank gunners are a missile infantry unit with suppressing fire and an anti-infantry bonus and the organ guns are an artillery piece.
In terms of mechanical things, they behave like infantry rather than artillery. Can climb ladders, etc.