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  #11  
Old March 28th, 2011, 06:12 PM
Squirrelloid Squirrelloid is offline
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Default Re: Expanded Nations Packs released!

Quote:
Originally Posted by WraithLord View Post
Oh, I thought there were meant to be more or less balanced against normal nations.
They are. But there are problems with normal nation balance. How often do you find yourself hiring a national scout? Yeah.
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  #12  
Old March 28th, 2011, 06:27 PM

llamabeast llamabeast is offline
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Default Re: Expanded Nations Packs released!

They are indeed meant to be balanced against normal nations. Sombre and Burnsaber had a thing that they thought scouts should be virtually free because the opportunity cost of a commander slot is more than cost enough, which is true I think. Doesn't change the overall balance of the nations much.

Edit: Ninja'd by squirrelloid!
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  #13  
Old March 29th, 2011, 04:27 AM
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Default Re: Expanded Nations Packs released!

fair enough. though 10g would have been enough IMO.
This way you could blood hunt like crazy with 20 scouts costing like one normal scout.
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  #14  
Old March 29th, 2011, 04:53 AM

llamabeast llamabeast is offline
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Default Re: Expanded Nations Packs released!

Yeah you could, if you had a spare fort for 20 turns. To be honest the normal 20 gold per scout is negligible anyway compared to the fort time.
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  #15  
Old March 29th, 2011, 04:57 AM
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Default Re: Expanded Nations Packs released!

Or in two turns if you have 10 castles and are too short on gold to recruit much else (Mid-End game ).
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  #16  
Old March 30th, 2011, 05:24 PM

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Default Re: Expanded Nations Packs released!

I have just uploaded v1.01, which fixes a few minor issues:

- Pythium's starting army was weird. Fixed.
- Bretonnia and Dwarfs both made extensive use of base-game spell slots to save using spell slots. However there were some unfortunate side-effects - most notably the game crashed if the ENP was loaded before CBM. Since we now have many spell slots to spare I've modified them to use new spell slots, so this crash error should be fixed.
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  #17  
Old March 30th, 2011, 06:39 PM

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Default Re: Expanded Nations Packs released!

Updated first post to make prominent reference to Sombre's Mod Compatibility project and Globu's Mod Catalog, as I'd originally intended to. Updated second post to explain properly about combining mods.
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  #18  
Old May 16th, 2011, 05:40 PM

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Default Re: Expanded Nations Packs released!

v1.02 released! Attachments to the first and second posts have been updated.

The new packs contain the latest versions of all the mods. To be honest I've lost track of all the changes since the last version, but certainly these changes are included:
- New version of Empire adds a number of new wizard lords
- New version of Lizardmen adds quite a few new heroes
- New version of Sylvania makes fairly sweeping changes to the balance
- New version of Dwarves removes a bug whereby crossbows were hugely overpowered.
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  #19  
Old June 10th, 2011, 08:11 AM

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Default Re: Expanded Nations Packs released!

When I attempt to make a new game, when I change the nation from Random, it gives me Nagot Gick Fel: cannot open Ogre kingdom flag.

Arg.
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  #20  
Old June 10th, 2011, 09:26 AM

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Default Re: Expanded Nations Packs released!

Updated to CB 1.83 and Holy War LE. When attempting to use the 8 base nations individually with these two modules (I cannot find the combined mod that you said you used in version 1), the Too Many Sprites error occurs.

And I would have edited that in to my original comment but apparently we can no longer edit after 30 minutes without administrator's permission... oh my god.
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