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  #21  
Old October 7th, 2008, 02:08 PM

rdonj rdonj is offline
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Default Re: Warhammerama - Concept and signup

Somehow a 0 point cost chimera seems a bit excessive to me, but alright....

Are salamanders going to be keeping an aoe of 3?
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  #22  
Old October 7th, 2008, 03:52 PM

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Default Re: Warhammerama - Concept and signup

Salamanders have aoe 3?

What chimera are you talking about?

-confused-
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  #23  
Old October 7th, 2008, 04:03 PM

rdonj rdonj is offline
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The version of your mod I have on my computer has aoe 3 salamanders. This is version .18, I haven't downloaded the new version you released today yet. But I didn't see that as a change mentioned in your notes.

Oops. By chimera I meant manticore. Sorry about that.

Okay, I've had a chance to get a look in at CBM now. I didn't see anything that looks like it'll make my head explode in wonderment at how I'll have to adapt, so I'm fine with it.

Last edited by rdonj; October 7th, 2008 at 04:24 PM..
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  #24  
Old October 7th, 2008, 04:53 PM

rdonj rdonj is offline
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Downloaded the new version now, I still see aoe 3 on the salamander's ranged weapon.
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  #25  
Old October 7th, 2008, 05:24 PM

llamabeast llamabeast is offline
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Default Re: Warhammerama - Concept and signup

I don't see AOE 3. Are you sure you've not got any other mods running which might cause conflicts?

Right, I'm afraid I'm going to be a failure and not sort this game out tonight. A horrible amount of my day has been sucked up sorting out the shocking business with MX cheating in Victoria.

I've got quite a few comments for Lizardmen though, which I'll go and make now.
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  #26  
Old October 7th, 2008, 05:29 PM

Sombre Sombre is offline
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Default Re: Warhammerama - Concept and signup

The Salamander's ranged weapon in the Lizardmen mod is a basegame weapon,.... AAH,.. I know what it is.

CBM ups the dragon's ranged weapon to AOE 3 and the salamander uses the dragon's weapon. Hmm,.. that's tricky. I can't put in an entirely new weapon because you can't mod the fire effect. Hmm,.. I could give them the non str based fire breath though, like the warpfire throwers.
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  #27  
Old October 8th, 2008, 09:17 AM

Sombre Sombre is offline
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I'll fix the salamander issue and a couple of other bits about the lizards tonight, then we should be ready to get everything bundled together and downloaded.
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  #28  
Old October 8th, 2008, 09:24 AM

rdonj rdonj is offline
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For the record, I had a "bad #startsite" error when I tried to play with all 4 mods enabled simultaneously. I think the conflict was between the lizardmen and ogre kingdoms mods.
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  #29  
Old October 8th, 2008, 09:42 AM

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Default Re: Warhammerama - Concept and signup

Not a problem, I have a lovely mod-combining script which will remove all the conflicts.

Sombre hasn't taken ID numbers into account yet, but I understand in the final release he plans to make sure that the Lizardmen won't conflict with any of the more commonly used mods.
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  #30  
Old October 8th, 2008, 05:52 PM

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Default Re: Warhammerama - Concept and signup

I have updated lizards. No more salamander breath problem.
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