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-   Scenarios, Maps and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=146)
-   -   Mod: Better Independents (http://forum.shrapnelgames.com/showthread.php?t=34595)

Foodstamp May 13th, 2007 10:44 PM

Re: NEW MOD: No Independents
 
I really want to see this mod work right. I think you are going down the right path with your line of thinking and I will try to do what I can to help you get this mod going. As soon as I have some free time, I will download the new version and do some testing for you.

Morkilus May 14th, 2007 01:59 AM

Re: NEW MOD: No Independents
 
Looks like there's a 404 on your link, now.

Edi May 14th, 2007 02:12 AM

Re: NEW MOD: No Independents
 
It's a good thing we don't have fireaxes hanging on the wall here... http://forum.shrapnelgames.com/images/smilies/evil.gif http://forum.shrapnelgames.com/images/smilies/evil.gif http://forum.shrapnelgames.com/images/smilies/evil.gif

Links fixed. They take you to the directory where the file is, so you can download it that way.

Folket August 23rd, 2007 04:45 AM

Re: NEW MOD: No Independents
 
Seems like your mod makes Markatas cost 9000 for Bandar Log. Perhaps they appear both as Bandar Log national and as independents.

Perhaps giving Bandar Log a copy that costs 5 gold would be good.

Edi August 23rd, 2007 06:40 AM

Re: NEW MOD: No Independents
 
Damn! I'd forgotten about that. I need to change that back to normal cost, it doesn't matter that much if the indie markatas are available, since they are not too common.

Juzza August 31st, 2007 03:09 AM

Re: NEW MOD: No Independents
 
Also, Mans militia, Light cavalry and slingers cost 9000, also, pale ones from cave provinces cost 10gold each, you'll need to copy stat them and make a replacement on for argath(sp) early age

Sombre August 31st, 2007 04:02 AM

Re: NEW MOD: No Independents
 
Arcoscephale uses an indy mounted commander unit, so he might be affected too.

Juzza August 31st, 2007 04:56 AM

Re: NEW MOD: No Independents
 
same with any other nation with slingers.

Edi August 31st, 2007 06:35 AM

Re: NEW MOD: No Independents
 
I'll take a look at all of these when next I have time.

Juzza August 31st, 2007 06:45 AM

Re: NEW MOD: No Independents
 
Oh, I'd also like to add that this mod is fantastic! and really good for testing new nations, I found my newest nation, "Free Port" very interesting and difficult to play against with an impossible AI.

I suggest for anyone doing nation modding to test their own mod on an Imp AI and this mod.


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