Thanks for the bug reports- this is an open project so I appreciate all the efforts. I'd have liked to playtest it properly, but you're all doing a great job
From the top:
-Greenskin upgrade path fixed. I had to change it so that snotling upgrades to goblin spearman instead now, but it's
a fair change to allow chaos dwarfs to build black orcs and orc infantry.
-Kingship fixed
-Blunderbuss and Earthshaker moved to the last era and need gunpowder. They were originally available earlier simply so that the Chaos Dwarfs get to build a greater variety of infantry sooner, but the consensus is to have them later, so that's that!
-Treeman made slightly more powerful
-The skeleton spearman oversight is weird, given how I played a full game as Sylvania before releasing the mod. Oh well...
-Skaven are evil, yes! And I'm glad if they're causing people problems, Barbarians are not just there to boost your units' experience and provide you with extra cash =P
-Dwarf warrior made cheaper and will upgrade to hammerer, and the graphics switched around between clansman and warrior. I'd never noticed the clansman was topless before!
-Is it possible to have Khemri use Ramses icons for one era only?
-Sentries fixed. This was my phase of using gramphos' tools to add thinga to the mod, and it decided to leave that bit out. I should've checked. It also messed up the pyramids and sea-wall, which again I should have noticed.
-Beastmen work exactly as intended. I'm not turning Chaos into the Beasts of Chaos civ, there is no place for so many units without having them used in this manner. And Chaos are meant to be weak on defence, better at attacking out of their cities if it comes to that. The AI doesn't seem to have too hard a time with this when I've played (Quite a few games). Beastmen fulfilling the role of the vigilant defender is ridiculous anyway!
-However, Bestigors are now defensive, and Minotaurs more offensive. Centigors are more powerful too, although not too powerful, as they are blitzing units. Marauder Horsemen are stronger because they should be! Tuskgors are down to 6-2-2 as well, they don't need the extra hitting power.
-Before the Beastmen units were available, I had the herdstone there to spawn Beastmen. I would have included this in the mod, but with so many different units it would not be feasible at all any more.
-aaglo's ogre suggestions are great, so they're in. I can't make Ogres greatly more powerful with progression, as they would end up being too good. Ironguts aren't actually much better fighters than Bulls anyway, also.
-Great Taurus updated.
-Malenchite- not sure what your bug is. The Bolt Throwers refer to sounds that exist and play in-game, so what is the prob?
-The graphics for the NormanKnight~Mounted Yeoman are included and should stop the problem. I had SO much trouble with this unit!
-Communal corruption is messed up, so Chaos govt changed to rampant corruption instead.
-Wight infantry is a standard infantry unit, that simply can't be disbanded.
-Missing upgrades added.
-Wonders that give buildings fixed.
-I'm using aaglo's updated civilopedia.txt (thanks!)
-Dispel magic sphere now needs 5 universities
-Spell of Awakening Fixed
Thanks for all input! Patches (a bit rough round the edges):
http://www.civfanatics.net/uploads10/WHM2.123.zip
http://www.civfanatics.net/uploads10/WHM2.124.zip