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  #1  
Old February 11th, 2004, 06:35 AM
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Default Re: PrePatch 2.07 bugfix mod

Quote:
Originally posted by Argitoth:
I don't get it. You have comments like "Needs ambidexterity". Does that mean those units STILL do not have ambidexterity? I never knew they needed a fix.
Yes. Or they need more ambidextrity, but you cannot set it with the current modding tools. Actually, the hybrids do not need ambidextrity, but "tentacle" needs to be classified as using 0 hands, not 1 hand. The mod just increases their attack instead, but it's not quite the same.

Also, I did not make Ermor unholy units sacred (there are a lot of them) because I'm not sure they are supposed to be sacred.

[ February 11, 2004, 04:38: Message edited by: Saber Cherry ]
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Old February 11th, 2004, 07:40 PM
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Default Re: PrePatch 2.07 bugfix mod

Updated to Version 2.071. You can get it here:

http://www.geocities.com/saber_marionette_cherry/
And please, if you notice any unit-stat errors, post them here!

Additions:

The crone is the ***** Queen's shift-form. And Crystal Mages are obviously not holding a quarterstaff; it looks like a sceptre or wand.


#selectmonster 340
-- XXX name "Crystal Mage"
#weapon "Magic Sceptre"
#end

#selectmonster 402
-- XXX name "Crone"
#weapon "Stick"
#end

#selectmonster 557
-- XXX name "Harab Seraphine"
#weapon "Ice Rod"
#end
-- looks much more like an ice rod than a knife...
-- but also seems to be holding two weapons...


[ February 11, 2004, 17:41: Message edited by: Saber Cherry ]
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Old February 11th, 2004, 09:16 PM
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Default Re: PrePatch 2.07 bugfix mod

Updated to 2.072. Grab it here:

http://www.geocities.com/saber_marionette_cherry/

Sorry for the rapidfire updates! This will be the final Version unless somebody mentions another problem.

Most mounted units with lances had the order of their weapons switched. Originally, if you gave them a magic shield, it would take away their primary weapon (broadsword, hammer, morningstar, etc). With the weapon order changed, giving them a magic shield correctly replaces their existing shield but does not remove any weapons. This is strongly suggested if you ever use lance-wielding commanders!

I also included a test-Version of the mod in the zip so you can see all the affected units.

Additions:

-- The following are mounted commanders with lances.
-- Their weapons were re-ordered so that giving them
-- a magic shield does not remove their primary weapon.

#selectmonster 23
-- name "Knight Commander"
#weapon "Hammer"
#weapon "Lance"
#weapon 56
#end

#selectmonster 58
-- XXX name "Knight of the Stone"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 56
#end

#selectmonster 70
-- XXX name "Black Lord"
#weapon "Morningstar"
#weapon "Lance"
#weapon 56
#end

#selectmonster 440
-- XXX name "Paladin"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 56
#end

#selectmonster 793
-- XXX name "Prince General"
#weapon "Falchion"
#weapon "Lance"
#weapon 56
#end

#selectmonster 182
-- XXX name "Wraith Lord"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 56
#end

#selectmonster 293
-- name "Mercenary Captain"
#weapon "Morningstar"
#weapon "Lance"
#weapon 56
#end

#selectmonster 376
-- XXX name "Green Knight"
#weapon "Broad Sword"
#weapon "Lance"
#weapon "Alicorn"
#end

#selectmonster 391
-- XXX name "Grey Lord"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 56
#end

#selectmonster 489
-- XXX name "Demon Knight"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 56
#end

#selectmonster 738
-- XXX name "Black Templar"
#weapon "Morningstar"
#weapon "Lance"
#weapon 56
#end

#selectmonster 930
-- XXX name "Khan"
#weapon "Falchion"
#weapon "Lance"
#weapon 56
#end
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Old February 11th, 2004, 10:33 PM
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Default Re: PrePatch 2.07 bugfix mod

Thank you, Cherry.

At least now I know I'm not (that)crazy.
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Old February 12th, 2004, 06:43 PM
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Default Re: PrePatch 2.07 bugfix mod

(bump)
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Old February 13th, 2004, 01:51 AM
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Default Re: PrePatch 2.07 bugfix mod

What happens if you give the new knights a magic weapon?

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  #7  
Old February 13th, 2004, 01:54 AM

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Default Re: PrePatch 2.07 bugfix mod

I replaces their sword same as normal.
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