Cataph’s Less Rebel Rebels [updated for Silence]
While I was working at the dynamic caps for Boyz will be Boyz, I felt the urgency of changing some things with the rebel unit pools.
I mean, it’s bound to raise an eyebrow or two if you can’t recruit more than one dragon but the neighbourhood rise up against you with about seven Carnousaurs and a couple King Tiger tanks.
– Cuts about 1000 lines of units that won’t appear anymore in the rebel spawns, including most elite units and monsters, like the infamous rebel demigryphs and steam tanks (???). A few iconic and fluffy units were left for resurgent major factions or famous centers (e.g. Hydras from Clar Karond, sneks from Lybaras). [this is a data__ table!! see compatibility]
– Adds 300 more lines of ‘forgotten’ units that should instead be in there, greatly enriching the Beastman first spawn with more basic units where they only had four, or others like Knights Errant, Free Companies and Dwf Rangers.
As a result, rebellions should be challenging without throwing complete bull at you, and fluffy at that.
I haven’t looked much into rogue armies yet, but for example the college of pyrotechnics was given some more boomy yet more manageable units to replace steam tanks, such as mortars and handgunners.
Compatible with anything that does not edit faction_rebellion_units_junctions.
Most importantly, it WILL crash with mods that also have a data__ table in there, so probably big overhauls or similar mods.
If it crashes, just don’t use it (or choose) because some other mod is already doing something similar their own way.
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Revisions:
Old revisions of this mod are available below. Click the link to download.
