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  #51  
Old September 1st, 2004, 08:29 AM
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Default Re: Patch 2.13 available now

Quote:
deccan said:
Quote:
Boron said:
where is the cd - key stored ?

I believe that the cd key is stored in a simple text file in your dom2 directory called "key".
correct .
good news thnxs
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  #52  
Old September 1st, 2004, 09:38 AM
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Default Re: Patch 2.13 available now

Some issues that have not been fixed, at least according to the list of what has and has not been repaired:

Units:
Demonbred (121): Unit is Demonbred (87) turned into prophet. 87 has base undead ldr 25; 121 has base undead ldr 0

Captain (293): Unit should be mounted, not infantry (graphic is mounted, but the unit is not, has feet slot for items)

Holy Deep One (1009): Unit should have Magic leadership or Mad Deep Ones will self-destruct, rendering underwater Imprint Souls useless.
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  #53  
Old September 1st, 2004, 10:40 AM
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Default Re: Patch 2.13 available now

A new working Linux patch for 2.13 can be downloaded now (same place and filename as old non working one).
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  #54  
Old September 1st, 2004, 01:09 PM
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Default Artifact bug status?

What is the status of the Artifact bug mentioned above?
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  #55  
Old September 1st, 2004, 02:07 PM
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Default Re: Artifact bug status?

Esben, the host will crash if anyone tries to summon a mummy or djinn when the cheat detection is on.
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  #56  
Old September 1st, 2004, 02:11 PM

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Default Re: Artifact bug status?

EMH-
Far as I can tell, you at least cannot use the following artifacts free spells with cheat detection on:
Amon Hotep
Magic Lamp

If you have cheat detection on, they fail when the turn is processed. Even if you don't (haven't checked this but this is what I gather from JK's post) and definitely if you do have it on, you get an error if you try to edit a commander's orders who is casting those spells. The edit error happens immediately, so you will lose all orders for the current turn (argh). Since JK confirmed the bug and more or less stated this, I guess this will be an issue until the next patch

The good news is that JK confirmed that this is because of the cheat detection code. So the cheat protection was changed, though that isn't in the patch notes so it's a free bonus. Since the turn won't process, I guess this means that the server is doing at least some checks for valid orders but it doesn't like the unique item spells? How much did the cheat detection change, and do we have a dabbler in the black arts who can try some of the posted (but then deleted) 2h hacks and see if they are caught?

Next - any way known to turn detection off for an existing game? For MP this might be a bitter pill unless everyone is very trusted, but for SP the cheat detection for existing games is a real PITA now.
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  #57  
Old September 1st, 2004, 02:16 PM
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Default Re: Artifact bug status?

Thanks, Johan. I'll ask in the server thread if the public opinion says upgrade or don't upgrade (That was an advertisement )
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  #58  
Old September 1st, 2004, 03:13 PM
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Default Re: Patch 2.13 available now

Quote:
Edi said:
Some issues that have not been fixed, at least according to the list of what has and has not been repaired:

Units:
Demonbred (121): Unit is Demonbred (87) turned into prophet. 87 has base undead ldr 25; 121 has base undead ldr 0

#selectmonster 121
#poormagicleader
#end

Quote:

Captain (293): Unit should be mounted, not infantry (graphic is mounted, but the unit is not, has feet slot for items)

#selectmonster 293
#mounted
#end

Quote:

Holy Deep One (1009): Unit should have Magic leadership or Mad Deep Ones will self-destruct, rendering underwater Imprint Souls useless.
#selectmonster 121
#poormagicleader
#end



Does anyone else remember Saber Cherry pre-
(or was it post-?) patch-fix that changed things like these, but in a larger scale? Official quick-fix mod would be a nice thing, but someone should do it and we can't just put it for the developers. And as Zen and SC have both left the field it might not be the best idea to give it someone like Gandalf who are too important to risk leaving... I were going to make one, few months ago. It didn't come to be.
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  #59  
Old September 2nd, 2004, 03:03 AM
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Default Re: Patch 2.13 available now

The fix that prevents one-armed troops from using two-handed weapons is great! It's amusing to see one of my 3-star Caelumite archers go charging on foot after the routing enemy. I can picture him shouting and shaking his (sole remaining) fist, in fine Monty Python fashion, "Come back ye heathen swine! Cowards!"

Absolutely priceless! [img]/threads/images/Graemlins/icon09.gif[/img]

Now what I can't figure out is why he just didn't fly over to the beggars to try to pummel them with his (not-so-)mighty fist?
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  #60  
Old September 2nd, 2004, 03:54 AM
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Default Re: Patch 2.13 available now

Quote:
Arryn said:
The fix that prevents one-armed troops from using two-handed weapons is great! It's amusing to see one of my 3-star Caelumite archers go charging on foot after the routing enemy. I can picture him shouting and shaking his (sole remaining) fist, in fine Monty Python fashion, "Come back ye heathen swine! Cowards!"

Absolutely priceless! [img]/threads/images/Graemlins/icon09.gif[/img]

Now what I can't figure out is why he just didn't fly over to the beggars to try to pummel them with his (not-so-)mighty fist?

If he had flown, he would come uncomfortably close to the enemies. There is a minimum range to taunts and boasts of courage
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