Congrats and great progress with the mod since I last played it.
The patch fixes a lot of problems with 'work-ability' of the mod. Some of the same gripes I have had with it before though are still there - the variation in unit models, (sorry if it is repetitive or ocd like, it's minor in the terms of other things), is a bit much still. Too many 'stark contrasts' really do not make the units look normal or.. like units at all, among all factions. The Romans need more uniformity, and some of the 'barbarian' factions need to be less 'cave dwelling imbeciles'. The factions need some more 'unique' looks among themselves without looking like they either stole everything or just walked from the same crappy barber. I'd have to say they would be better off with only minor equipment/facial/hair differentiation. At least in the more professional units.
Another gripe is that there are still too many 'ranged' units for all factions. There needs to be more core cavalry and infantry that simply only have the abilities to fight. There needs to be more units with formations like shield_wall and schiltrom. Another thing would probably be the editing of models for units that use 'darts' or 'axes' as ranged weapons, there needs to be new animations for them as all they throw atm are javelins, but that's okay.
There still needs to be a layer of balance between units and more difference between highly trained professionals, and units called up in a levy or limes. An AOR would probably be good for this as well as regions perhaps limiting where certain legions or elite units can be recruited. Religous buildings need to be limited to only whatever religion that religion is as the religious buildings in M2TW can only do the religion of the religion it starts out as, but can be changed via script. You can have factions convert to other religions that way. Maybe something that can be 'on death' of faction leaders. It'd be great to have that as an option and perhaps a list to choose from, to effectively have it as long as there is influence from a certain religion you could more or less convert to any of them.
Another thing is you might want to reform the traits system, and probably bring in things like ethnicity, rank systems and culture in the traits and ancillaries. You could probably change up the authority/loyalty/piety/command system a bit too. A lot of the traits you imported really do not have an effect in the game anymore, and as such just clog up the game. Like the religious traits do not bring in an element of conversion anymore. (Unless with a script) But you could use that in terms of if x religion is in here, there is x chance for this general to be x religion, and this could change his loyalty and piety in that faction.
Just things you can do to make it a bit more user friendly.
Thats about it, but you guys are on a roll and the game is getting to be a bit more fun. Love your mod.
