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  #131  
Old November 5th, 2006, 04:19 PM

okiN okiN is offline
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Default Re: Frechdachs Gangbang (running)

Quote:
Bluebird said:
I am away Sunday and Monday. As a result, this evening (Saturday) after hosting, I will switch to 72h QH. Also, I will apply patch 3.01 to the server. SO ALL FUTURE TURNS HAVE TO BE COMMITTED USING PATCH 3.01.
Are you certain we want to patch in light of the 3.01 bug of doom horrors attacking HoF heroes without horror mark or warning?
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  #132  
Old November 6th, 2006, 03:26 PM

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Default Re: Frechdachs Gangbang (running)

Well, the other 4 MP games I'm playing are patched so I guess I will be submitting 3.01 turns whether the server is patched or not.
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  #133  
Old November 6th, 2006, 04:32 PM

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Default Re: Frechdachs Gangbang (running)

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tibbs said:
Well, the other 4 MP games I'm playing are patched so I guess I will be submitting 3.01 turns whether the server is patched or not.
I for one am not comfortable with the idea of having a death warrant out for every HoF commander, pretenders included.

I think we should revert the game back to unpatched, especially since JK said a hotfix is not on the way.
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  #134  
Old November 7th, 2006, 06:35 AM
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Default Re: Frechdachs Gangbang (running)

Ok, after DDD has also decided not to use the patched version of the game, I think it is fair to stay with the unpached version as well. I have no clue what happens if we use turns created with the patched version. I have changed the timer back to 36h QH, please redo your turns 7 with 3.00 !!!
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  #135  
Old November 7th, 2006, 01:47 PM

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Default Re: Frechdachs Gangbang (running)

Ok, so I will probably need to install a second instance of the game. That should take care of the problem.
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  #136  
Old November 8th, 2006, 12:56 AM

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Default Re: Frechdachs Gangbang (running)

I saved my dom3.exe before patching. I patched and created a dom3.exe(this is v3.01), dom3_300.exe and dom3_301.exe. So, you can play some games with v3.00 and some games with v3.01.
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  #137  
Old November 8th, 2006, 06:10 AM
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Default Re: Frechdachs Gangbang (running)

I know that it is a nuisance, but there is little that I can do. As already said, the game is jinxed and it is just getting better and better.
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  #138  
Old November 10th, 2006, 10:28 PM

Ektor Ektor is offline
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Default Re: Frechdachs Gangbang (running)

wait a minute, are we refusing the patch because of one bug ???
when this patch does solve all these bugs :
* Great Lion size 3.
* Atlantian spearmen correct age and darkvision.
* Shark knight have correct resource cost
* Doom horrors less common.
* Indep lizard warriors base prot ->3
* Curse of stones affects only enemies in accordance with the manual
* Wands no longer gives Chest Wounds
* Sharpest tooth has correct stats
* Nagini seduction fix
* Polypal mother no longer ethereal
* Event gives city and not motte-and-bailey
* Mesmerize confuses/enrages target instead of enslaving
* Triton recruitable in coastal kappa province fixed
* Blessing can affect sacred undead.
* All era gians gets longdead giants and soulless with reanimation and similar spells.
* All era caelum soulless fix
* All era ctis undead fix
* Eater of the dead fix
* Darkvision fixed
* Some nation description fixes
* Tungalik dagger -> quarterstaff
* No uw conscription for tien chi
* Mod commands for sites: #gold, #res
* Mod command: #ressize
* Building of cave castle no longer produces simple hillfort
* #castledef, #maxage, #startage, #older mod commands work properly
* #owner fixed. Limit 25 removed
* Weapon modding #cold, #fire, #shock, #secondaryeffect, #secondaryeffectallways didn't work properly
* New weapon mod command: #poison
* Lava warrior also had prec and enc swapped
* Polypal Mother and some more are now female.
* Nethgul no longer tries to kill his wielder.
* More visible up/down arrow for scrolling commanders.
* Fixed bug with cheat detection and alchemist's stone.
* God epitet's could be cut off, fixed.
* Ardmon's Soul Trap didn't work as advertised.
* Tempest would crash the game if used in meele.
* Possible to enter site ou ydon't own, fixed.
* Max possible Dominion victory value increased.
* S?s and Kirke and Kurgi have correct name.
* Alcastor has correct priest lvl.
* No more free kappas in UW fortresses
* Watcher darkvision -> 100
* Hog knight is now mounted.
* Atlantis hero size -> 4
* Flame corpse construction works now.
* Azure mages are amphibious
* Leviathan only castable under water
* No longer possible to recruit city of tombs units if you're not ctis
* Helhirding only recruitable from site (and double display removed)
* Dwarven smith only recruitable from site (and double display removed)
* Stargazer no feet
* Burning one had prec and enc switched
* ***** queen crone shape has nature 1
* Ram's Head got prot 2
* Tribe warriors increased to 10 gold
* Jaguar tribe slinger hide shield
* Druids had low stats and age - stats increased a bit
* Map editor fixes.
* GUI performance improvments.
* Improved spell modding.
* New mod commands #uwfort, #deepfort.
* Modding manual updated.
* Map edit manual updated.
* Guru gets rid of all afflictions when he gets a new body.
* Message for guru reincarnation into new body.
* Lure of the deep was castable over water, fixed.
* Modding command #nratt didn't work.
* When Charcoal Shield is replaced by the Champion's Trident, Fire Shield effect isn't removed. Fixed.
* 't' screen got top right exit button as well.
* On the F1 Nation Overview screen, clicking on a province name with a province number higher than 1000, causes a magic site description to be displayed, fixed.
* The Mummification spell available from Amon Hotep shows as no description available, fixed.
* Windows alt-tab improvements.
* Knights only attack in mid or late age
* 60 gold event -> 100 gold
* Merman scout cost -> 25
* Utg岤 cold preference -> +1
* Daidalos got hammer
* 10+ new gold generating events.
* Horror Seed spell could lock up the game.
* Correct game name in credits.
* No more snowfall events under water.
* Gateway fixed.
* VP crowns disappeared at edges, fixed.
* More than 1 VP / province wasn't displayed properly, fixed.
* Glamour ability doesn't give mirror images to PD units or leaders at the start of combat, fixed.
* If you use a 5 digit port for hosting a game the port number is not saved correctly, fixed.
* Starting a new game with a random map but with same name as last game resulted in a bad map, fixed.


I'm sorry but I prefer have one that all these others
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  #139  
Old November 11th, 2006, 01:44 AM
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Default Re: Frechdachs Gangbang (running)


Um - given that a lot of those "fixes" only refer to documentation / descriptions, sizes, other trivial matters, or things that can't do anything for a game that's already started (all the modding stuff, pretender changes, etc), _yes_? Especially given that some of the "fixes" are lies - "fewer doom horrors (more unique horrors, yay!)".
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  #140  
Old November 13th, 2006, 12:25 PM

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Default Re: Frechdachs Gangbang (running)

My Pretender was just ganked by the Hunter of Heroes. I guess I should have just left it patched afterall!
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