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				June 1st, 2008, 12:35 PM
			
			
			
		  
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				National Security Advisor 
				
				
				
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					Join Date: Nov 2006 
					Location: Oxford, UK 
					
					
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				Re: SingleAge mod
			 
             
			
		
		
		
		Here is the mod! It contains 3 .dm files: 
 
KingMaker.dm, which we'll use for this game. 
sns3.dm, which is Zepath's Standards and Streamers, updated to include the new nations 
llamaBanners.dm, which is the same as sns3.dm apart from the fact that a few nations are modified to make them look more distinguishable. 
 
Only the first one is needed for this game (it has llamaBanners built in), but being as you have to download all the banner pictures anyway I thought I might as well throw the other two mods in. 
 
So, the overall contents of KingMaker.dm are: 
- Xietor's, banning spells and changing the costs of gem-producing items 
- Slobby's completed single-age mod 
- Twan's Mists of Deception fix 
- A research mod produced with an ingenious script by Dr.P. Spells of levels 1-6 are lowered by 1 level so that these early game spells aren't too hard to reach on the Very Difficult research mode we'll be using. Note that the levels for Construction aren't changed, as it isn't possible to change them. Hopefully this will affect everyone roughly equally. 
- Zepath's Standards and Streamers, with new standards and a number of changes by me. 
 
Edit: Removed faulty version of mod. Will upload new version ASAP. 
Edit2: Uploaded new version of mod. This is the same file as I have just posted anew several pages on. 
		
	
		
		
			
		
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				June 1st, 2008, 01:02 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: SingleAge mod
			 
             
			
		
		
		
		Great work llamabeast. Thanks to all modders ^^ 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 1st, 2008, 01:29 PM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: SingleAge mod
			 
             
			
		
		
		
		Thanks guys for all the work done! 
 
Question: does Mists of Deception give a Mirror Image now or is taken away from the game? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 1st, 2008, 01:41 PM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: SingleAge mod
			 
             
			
		
		
		
		 If you look in the mod forum, twan describes his "fix" to Mists of deception. Basically it is 9 rounds of Mist spell with phantasmal beasts, ghost wolves, and phantom warriors coming from the sides like the spell howl. Pretty nice fix. 2 air gems, 200 fatigue. 
 
 BTW, Llamabeast mentions me as the source of the gem reduction  mod language and spell banning mod language. While I did incorporate those into a "kitchen sink mod" that I invented, I can claim no credit for the language that is contained in those mods. 
 
 As far as I know either Dr. P or Endoperez, or both had a hand in that. 
 
  
		
	
		
		
		
		
		
		
			
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				June 1st, 2008, 02:06 PM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: SingleAge mod
			 
             
			
		
		
		
		 EA Atlantis(dedas) has informed me he will not be able to play.  
 
 Agema, 1st sub, has graciously agreed to take EA Atalntis, and the relative safety of the water.  
		
	
		
		
		
		
		
		
			
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				June 1st, 2008, 02:07 PM
			
			
			
		  
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				Captain 
				
				
				
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				Re: SingleAge mod
			 
             
			
		
		
		
		There should be a little change to make the MoD fix consistent with changed spell levels : 
 
For my MoD fix mod I had to replace the spells "Phantasmal Warriors" and "Ghost Wolves" by spells named "Summon Phantasmal Warrior" and "Summon Ghost Wolves" (doing exactly the same things) so I could use the originals as chained #nextspells for Mists of Deception (as the #nextspell mod command only work with original spells). 
 
But the other part of kingmaker mod change the level of the original spells, not my remakes. 
 
So "Summon ghost wolves" should get researchlevel 2 and "Summon phantom warrior", researchlevel 1 (research level of "Phantom Warrior" and "Ghost Wolves" original spells are not important as they are no longer researchable) 
 
(I corrected in the attachment, and also added correct descriptions for these spells -I was lazy when making the MoD fix, the descriptions of the remakes just said "as the spell x described in the manual") 
		
	
		
		
			
		
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 1st, 2008, 03:41 PM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: Kingmaker mod
			 
             
			
		
		
		
		I get this error when trying to run the mod, 
 
Nagot gick fel! 
myloadmalloc: can't open./mods/./sns3/ea_arco_icon.tga 
 
How can I fix? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 1st, 2008, 03:43 PM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: Kingmaker mod
			 
             
			
		
		
		
		 I get the same error. llamabeast did not include any banners 
is my best guess. there are no tga files i see associated with the Mod. I actually went and dowmloaded the sns banners found 
on p. 5 of the mod forums, but then got the error for llamabanners.
 
 So I think your best bet is to wait on the updated version.    
		
	
		
		
		
		
		
		
			
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				June 1st, 2008, 03:45 PM
			
			
			
		  
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				Captain 
				
				
				
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				Re: Kingmaker mod
			 
             
			
		
		
		
		edit : xietor was faster 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 1st, 2008, 03:51 PM
			
			
			
		  
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				Major General 
				
				
				
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				Re: Kingmaker mod
			 
             
			
		
		
		
		It worked for me, after 1 error. 
 
Dumped it all in my mods, got error, then seperated IlamaBanners DM file out of its folder and worked fine in a brief test. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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