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Old July 16th, 2004, 07:21 PM

spoon spoon is offline
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Default Re: Fantasy Empires Mod Discussion

Thanks madkillercat. The most recent patch (1.01) is located on the PBW server (click here) in the mods library.

Like Alneyan pointed out, some of the bugs you mention are already fixed, but thanks for the input. I'll definitely mark and fix the new ones you found in the next Version. I also plan on posting all known bugs as soon as I get the chance.

Quote:
Play balance:
Early game "trade kings" with "Marketplace cities" are decidely more advantageous than those waiting on long leadtime Miners/Farmers/Mana Guild researchers. The Marketplace with 1500 total resource generation rivals the long leadtime Capitol City Resources.
Good point, I'll either reduce or remove the resource generation for marketplaces.

Quote:
Undead seem...not-so-dead:
Things don't seem riht unless, "Undead" are actually necromatic humans. The undead have no cheap "Medical Bay."
The undead have a unique Necromancer class that all their creatures can equip, that give them 1 repair each. Since I gave regeneration to Trolls (high level Orc character), I didn't want to do the same globally for the undead. I kind of picture them as D&D undead, which tend to not have any innate regeneration either.

Thanks again for your interest in the mod -- all comments and criticisms are welcome!

[ July 16, 2004, 18:22: Message edited by: spoon ]
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Try out the Fantasy Empires Mod, a full conversion, fantasy based mod for SEIV Gold.
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