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-   -   Conceptual Balance mod 1.93 released! (http://forum.shrapnelgames.com/showthread.php?t=49104)

Soyweiser September 10th, 2012 10:37 AM

Re: Conceptual Balance mod 1.93 released!
 
Damn, I was also working on that. I do know how to fix the arch seraph:

Code:

#selectmonster 509 --Arch Seraph
#shockres 100
#stormimmune
#gcost 0
#clearmagic
#magicskill 1 2
#end

And I just removed all the erronous spell data.

I didn't have a fix for the mind lord btw. It is a bit strange what is happening.

Change this:

Code:

--Fomoria EA

#selectnation 14
#startcom 1815
#startunittype1 1813
#startunittype2 1814
#startunitnbrs1 15
#startunitnbrs2 15
#end

-Fir Bolg Slinger
#selectmonster 1758
#enc 2
#end

into this:

Code:

--Fomoria EA

#selectnation 14
#startcom 1815
#startunittype1 1813
#startunittype2 1814
#startunitnbrs1 15
#startunitnbrs2 15
#end

-Fir Bolg Slinger
#selectmonster 1814
#enc 2
#end

This removes the double reference to the 1758 slinger.

Soyweiser September 11th, 2012 06:36 AM

Re: Conceptual Balance mod 1.93 released!
 
1 Attachment(s)
I updated your quickfix Makinus.

This version removes the summon shade spell, and the revel spell (as it was referenced as broken).

And fixes the two things I mentioned.


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