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June 29th, 2011, 05:04 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Mods fixed for Dominions v3.27
As many of you will have read, the latest update to dom3 changed the weapon and armor modding commands in a way that broke some mods - any, in fact, which change the weapons or armor of existing units.
I've checked all the mods which any existing game on the LlamaServer uses, and fixed them all (using a script, would have taken a very long time by hand!). I'm taking the very unusual step of changing the mods on the LlamaServer, which means that all players also need to update their copies of the mods.
The attached zip file contains fixed versions of all affected mods. I strongly suggest you only extract those mods you're actually using, otherwise you will get a big clutter of old versions of CBM and other random mods in your mod list.
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June 29th, 2011, 05:11 PM
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National Security Advisor
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Re: Mods fixed for Dominions v3.27
The affected mods are:
ANDalusianV02.dm
Blessed.dm
carne_adovada.dm
CB1.71.dm
CB1.82.dm
CB1.83.dm
CB1.84.dm
CB1.84_weaker_egd.dm
CB1.84_wote.dm
CBcomplete_1.41.dm
CBcomplete_1.6.dm
CoqOfTheRock.dm
Exalted.dm
Expanded_Nations_1_v1_02.dm
heroes1_8.dm
Innovation.dm
Momentum3.dm
uwgim0.94+cbm1.6.dm
WarhammerWorld.dm
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June 29th, 2011, 05:24 PM
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Captain
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Join Date: Sep 2003
Location: New Mexico
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Re: Mods fixed for Dominions v3.27
It's not said nearly enough, but you rock!
Even if you aren't french.
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June 30th, 2011, 01:31 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Mods fixed for Dominions v3.27
awesome!
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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June 30th, 2011, 01:47 AM
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First Lieutenant
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Join Date: Jan 2011
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Re: Mods fixed for Dominions v3.27
England, France, the Norman conquest - close enough I say ;-)
Great work llamabeast, many thanks :-D
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June 30th, 2011, 02:01 AM
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Captain
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Re: Mods fixed for Dominions v3.27
You rock!
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June 30th, 2011, 06:58 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Mods fixed for Dominions v3.27
Thank you, llamabeast. Your work for the Dominions community is invaluable, as always.
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June 30th, 2011, 08:28 AM
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Colonel
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Join Date: Nov 2008
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Re: Mods fixed for Dominions v3.27
Great work. Would care to release the script? (Or did I miss a post about that somewhere?).
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June 30th, 2011, 09:03 AM
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National Security Advisor
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Join Date: Oct 2003
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Re: Mods fixed for Dominions v3.27
No, you didn't. It's not yet in the public.
A word of warning, though:
The #weapon and #armor fix does not fix modded sites. Apparently the site modding mechanics also changed in this patch and now any modification of any attribute of a site (inherent mandatory property or effect attribute) resets the site to nothing, so all modded sites must be rebuilt from the ground up, or at least their effect attributes (gems, gold, recruitables etc) must be.
This means that any mods that alter sites must be fixed by hand in those respects.
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June 30th, 2011, 09:12 AM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
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Re: Mods fixed for Dominions v3.27
Llama, You are a god amongst even-toed quadrupedal mamals. Your stride is sure footed on the steepest mountain paths, Your symetrical shoulders can cary weights of well above 1/3 Your body weight. Your wool is naturally watertight and allows for the manufacturing of the finest poncho's anyone should be honored to wear, while Your outer guard hairs are perfect for lead ropes that will not lead the follower astray. Even the range and accuracy of Your spittle is such that even the nimblest unbelievers are powerless to avoid it, but anyone in the know will be happy to accept the precious gift, for it is as ambrosia to the senses.
Or, you know: Thank you for all the work you do for us. But I like my first paragraph better.
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