It would be nice to have extra upgrades for units like skeleton warriors into flayed ones, or maybe ghoul into plague bearers? Also allowing troll peons to upgrade into mud slingers, although thinking about it, you lose the mine ability when units change since it's innate right? Maybe slingers into flingers would work.
Note: Upgrading a unit this way means they lose out on a single level, and if it is one of the major upgrades (level 5/10/15), that can be a significant loss in potential power.
I'd prefer if the upgrades would have you end up with a unit you can't otherwise recruit. (And this might be a neat idea for a separate mod too.)
I like this mod but something doesnt work right I get lvl up options to upgrade unit alright but instead of replacing it, its creating new unit on lvl 1
More information would be helpful. Either a Player.log from the moment when it happened, or more specific instructions: which unit on which level, what else is inside the stack when upgrading...
After more playing I belive I just might have overmoded game, I mean like all units that I upgraded instead created new unit axewielders->ragehammers soldiers->paladins wargriders->ravagers and more the only mods not from you are More Units recrutable, Bigger Pocket Dimension, All antagonists and form you More Weeks, True Autoresolve, Start Location Westguard, Research Anything, Level Up Choise (Balanced), More Unit levels and this mod This bug is not that big of a problem for me as it balances the game a little as it stops me form creating super stack very fast so I will keep playing with this mod as I like it
I don't think this mod is working as intended. I have a extended leveling mod for hitting level 25. But, my vampire acolytes have maxxed out and never got the option to upgradge.
the Upgrade is just an additional option that the game can roll. there is no guarantee that you get the update (unless you use the "level up choices" mod, where you can freely pick)
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Also allowing troll peons to upgrade into mud slingers, although thinking about it, you lose the mine ability when units change since it's innate right? Maybe slingers into flingers would work.
I'd prefer if the upgrades would have you end up with a unit you can't otherwise recruit. (And this might be a neat idea for a separate mod too.)
But yeah maybe this is more suited for a different more intrusive mod with a lot of general unit upgrades.
Either a Player.log from the moment when it happened, or more specific instructions: which unit on which level, what else is inside the stack when upgrading...
axewielders->ragehammers soldiers->paladins wargriders->ravagers and more
the only mods not from you are More Units recrutable, Bigger Pocket Dimension, All antagonists
and form you More Weeks, True Autoresolve, Start Location Westguard, Research Anything, Level Up Choise (Balanced), More Unit levels and this mod
This bug is not that big of a problem for me as it balances the game a little as it stops me form creating super stack very fast so I will keep playing with this mod as I like it