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Old April 15th, 2004, 10:43 AM

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Default Re: MP with mods

Quote:
Originally posted by Tuna-Fish:
BUT it will be activated (and the not-used mods deactivated) automately: All you need to take care of is that you make your pretender with right mods activated, and that you have the mods in your dom2\mods\ directory when playing.
I'm not sure that the Pretender design is mod-dependent, I mean I think you can design gods with mod X on, then desctive it and still use the god. However he will have abilities according to mods on when you start the game, not those when you designed it.
Or so I think ...
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Old April 15th, 2004, 07:07 PM
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Default Re: MP with mods

Quote:
Originally posted by PDF:
quote:
Originally posted by Tuna-Fish:
BUT it will be activated (and the not-used mods deactivated) automately: All you need to take care of is that you make your pretender with right mods activated, and that you have the mods in your dom2\mods\ directory when playing.
I'm not sure that the Pretender design is mod-dependent, I mean I think you can design gods with mod X on, then desctive it and still use the god. However he will have abilities according to mods on when you start the game, not those when you designed it.
Or so I think ...

Disturbing thought, since you can easily write your own mod where your chosen pretender has very cheap paths, and costs very little design points (say, a Vampire Queen with a Path cost of 10 and a DP cost of 0). I hope cheat detection will catch this at least...
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