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				November 3rd, 2011, 04:30 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Randomocalypse 0.3.5.8 - Now with Customocalypse
			 
             
			
		
		
		
		Trying the customocalypse.bat out. 
Got it to add special units, priests, troops, sacreds. But not mages? 
Used this syntax: "set, primage, 1937, 0" 
It did not work. I did not get an error, like with the termage (there I got, could not add secondary mage, without primary mage...) 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 4th, 2011, 04:09 AM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Randomocalypse 0.3.5.8 - Now with Customocalypse
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  Korwin
					 
				 
				Trying the customocalypse.bat out. 
Got it to add special units, priests, troops, sacreds. But not mages? 
Used this syntax: "set, primage, 1937, 0" 
It did not work. I did not get an error, like with the termage (there I got, could not add secondary mage, without primary mage...) 
			
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 Starets is defined only as cap only version, so you can't add it as non cap-only. There's no error message obviously, but that's the reason it happens.
 
Customocalypse magic site generation is broken in 0.3.5.8. It's fixed in whatever I got on my computer though. More than that I doubt I'll do since the current implementation is just far too cumbersome to use and I can't be arsed to make a graphical user interface.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 4th, 2011, 06:30 AM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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					Join Date: Aug 2008 
					
					
					
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				Re: Randomocalypse 0.3.5.9 - Now with Customocalypse
			 
             
			
		
		
		
		0.3.5.9 released without any major additions. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 4th, 2011, 12:48 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Randomocalypse 0.3.5.9 - Now with Customocalypse
			 
             
			
		
		
		
		Download link not working for me. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 4th, 2011, 01:22 PM
			
			
			
		  
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				Re: Randomocalypse 0.3.5.9 - Now with Customocalypse
			 
             
			
		
		
		
		Yeah he just forgot that he added an underscore. This should work  http://nikita.tnnet.fi/~elmokki/rand...lypse_0359.zip 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 4th, 2011, 01:26 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Randomocalypse 0.3.5.9 - Now with Customocalypse
			 
             
			
		
		
		
		
	Quote: 
	
	
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					Originally Posted by kianduatha
					
				 
				
			
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 Reposting correct link from other forum  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 6th, 2011, 03:26 PM
			
			
			
		  
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				Re: Randomocalypse 0.3.6.0 - Now with Customocalypse
			 
             
			
		
		
		
		
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					Originally Posted by kianduatha,Nov 5 2011, 03:13 AM
					
				 
				 FYI, major bug in 0359...cap-only sacreds get the #homecom command instead of #homemon which makes them commanders instead! Oh noes! 
			
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 Fixed in 0.3.6.0 now that I finally noticed this.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 6th, 2011, 03:38 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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					Join Date: Aug 2008 
					
					
					
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				Re: Randomocalypse 0.3.6.0 - Now with Customocalypse
			 
             
			
		
		
		
		The following I think I'll add "soon". The generation of this stuff will be possible to turn off. 
 
- Heroes/multiheroes. Just generating 3 or so per nation with some rules. This is when I or someone else bothers to make a hero unit list though. How this affects nation balance is a bit unclear, maybe it shouldn't if the heroes' magic diversity will be limited a bit. 
 
- Ideal temperature. Gotta do some testing with temperatures, but in general some heat or some cold might be given to nations with enough stuff that gets benefits from one / penalties from the other. This might mean rebalancing of some things. 
 
- Castle production bonus. Some super resource costly cap only sacreds might warrant this, but I don't know. 
 
- Priests can reanimate infantry 
- Priests with H3+ can reanimate longdead horsemen (MA Ermor) 
- Priests can reanimate LA Pangaea style 
- Priests can reanimate LA C'tis style 
 
All of the above will drastically increase the power of priests in power calculation. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 7th, 2011, 05:22 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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					Join Date: Aug 2008 
					
					
					
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				Re: Randomocalypse 0.3.6.1 - Pile of new features
			 
             
			
		
		
		
		0.3.6.1 released with blood sac, reanimation and idealcold. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 16th, 2011, 10:43 AM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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					Join Date: Aug 2008 
					
					
					
						Posts: 408
					 
					 
	Thanks: 11 
	
		
			
				Thanked 209 Times in 57 Posts
			
		
	 
					
					
					
					     
				 
				
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				Re: Randomocalypse 0.3.6.1 - Pile of new features
			 
             
			
		
		
		
		0.3.6.2 released with the very minor addition of ability to toggle using #com and #mon instead of #homecom and #homemon, ie allowing cap onlies to be recruited from conquered capitals. 
 
This is adjustable from weight.txt 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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