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  #11  
Old May 3rd, 2007, 04:27 PM
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Default Re: The new units

Tuatha Warrior
I can see these guys really benefit from a strong air bless. You don't want that all that nice glamour shot away by some puny slingers when you advance to total battlefield ownage. Golden Spears anyone?
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  #12  
Old May 3rd, 2007, 04:30 PM
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Default Re: The new units

The game I am playing right now is a small map with air9/water 9 bless. I will let you know how it turns out
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  #13  
Old May 3rd, 2007, 04:31 PM
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Default Re: The new units

Great! Looking forward to it.
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  #14  
Old May 3rd, 2007, 04:39 PM
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Default Re: The new units

A pretty obvious thing noted:
All units (even the milita) have extremely high MR (13). Meaning that you could either take a high magic scale +3 or a low -3, to boost your units or your mages accordingly.
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  #15  
Old May 3rd, 2007, 05:03 PM
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Default Re: The new units

Quote:
Foodstamp said:
When I saw they had added Bean Sidhes, I was expecting them to be more like banshees. (But the way they did them is fine and not conflicting with the lore they are based on, there are several versions of what they look like and did.)
Banshees are undead Bean Sidhes, silly. I don't know how to actually get them/her in the game, though. Might be a heroine.
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  #16  
Old May 3rd, 2007, 05:12 PM
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Default Re: The new units

Actually banshees are just bean sidhes. There are different stories as to how they look, what they do. I was just expecting it to be the undead version you mentioned.
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  #17  
Old May 3rd, 2007, 05:19 PM
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Default Re: The new units

Quote:
Foodstamp said:
Actually banshees are just bean sidhes. There are different stories as to how they look, what they do. I was just expecting it to be the undead version you mentioned.
I meant that the Bean Sidhes that have undead tag in the game are the ones with the weird scream. My version of AllView automatically updates itself whenever I create a new game in the new version. Doesn't yours?

Of course, the later unitnrs are full of horrible, horrible spoilers and units without descriptions. Like big sacred pigs.
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  #18  
Old May 3rd, 2007, 05:20 PM
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Default Re: The new units

woot, there is an undead version? This patch is getting better by the moment.
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  #19  
Old May 3rd, 2007, 05:24 PM
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Default Re: The new units

My all_view doesn't update like that. I custom made it so I could use a solid gray map for unit extraction. I will have to bump my numbers up a bit
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  #20  
Old May 3rd, 2007, 05:34 PM
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Default Re: The new units

Quote:
Foodstamp said:
My all_view doesn't update like that. I custom made it so I could use a solid gray map for unit extraction. I will have to bump my numbers up a bit

My AllView doesn't crash when I use unitnrs higher than those used in game, so there are hundreds of empty units in the end of the list. I created it with an active mod, and the mod in question creates a unit somewhere in the range of 2900 or so, and thanks to it all the nonexistant units between the last existing unit and it become copies of unit nr 1...



I use a .bat file created with the help of friendly neighbourhood lch. Essentially:

ren guiborder2.tga guiborder2.old
ren guiborder2.new guiborder2.tga
dom3.exe -w -r 800 600 --opacity 1 --filtering 0
ren guiborder2.tga guiborder2.new
ren guiborder2.old guiborder2.tga

or "all the right extraction settings in a window of correct size, with an even-colored background that gives a slight hue (opacity 1) to the black map I use for extraction so that the shadow of the sprite is of slightly different black than the background."
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