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				December 17th, 2004, 03:36 PM
			
			
			
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				 Re: Patch \'n mod 
 The sirens do face a slight risk -- if the targeted commander is lured, but is immune to drowning; then they fight, and while a Siren has magic, it has very few slots for toys.  The luring also seems easily resisted.  All in all, I'm not sure it's much faster than expansion using Star Children, who can also operate in non-coastal provinces (although Triton commanders are probably still death for them, and they have trouble with the sheer speed of Knight commanders).
 It's an interesting nation; the recruitable national tritons are handy.  That the Capricorns lose half their magic on land, and that the only priestly unit is aquatic, gives quite a bit of flavor.  The latter bit worries me a bit for an AI, 'tho; will it actively pursue getting an amphibious or land-only priest (e.g. by prophetizing, or by summoning?)?
 
				__________________Are we insane yet?  Are we insane yet?   Aiiieeeeee...
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				December 17th, 2004, 03:48 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: Patch \'n mod 
 I downloaded the Linux (x86) patch, but tar tells me the header is incorrect, and won't show me the archive contents.
 Has anybody met with better luck?
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				December 17th, 2004, 04:18 PM
			
			
			
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				 Re: Patch \'n mod 
 
	Quote: 
	
		| PhilD said: I downloaded the Linux (x86) patch, but tar tells me the header is incorrect, and won't show me the archive contents.
 
 Has anybody met with better luck?
 
 |  Yes, it worked for me. 
The file has a .tar extension, but it is in fact a compressed tar archive. Did you use the z option with tar? |  
	
		
	
	
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				December 17th, 2004, 05:00 PM
			
			
			
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				 Re: Patch \'n mod 
 Someone, please slap me. The army9 file must have been introduced prior to the 2.14 patch, hence its presence in the 2.15 patch; I was overlooking the obvious, as usual.
 Back to the Oceania mod: I gave a Moonshine Cap to an Astral 1 Capricorn, and it kept Astral 1 on the land (he should have lost Astral 1, and the Cap should have had no effect on his paths). Is it intentional, or a bug? It seems rather interesting to me (pay to keep your magic on the land), but that might not exactly be what Illwinter had in mind.
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				December 17th, 2004, 05:13 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Patch \'n mod 
 Bishop fish! Finally, some validation!Always loved that thing, I did. My favorite bit of Christian mythology.
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				December 17th, 2004, 08:42 PM
			
			
			
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				 Re: Patch \'n mod 
 One bad thing about the 2.15 patched executable:  it seems that running a second copy under Windows causes problems - the 2nd executable takes 100% of the CPU, making it _very_ unpleasant and almost unusable.  (For instance, when you want to check something from the game while writing a message, it's almost mandatory to bring up a 2nd copy so you can look at the turn while writing.)
 I expect this'll also cause problems for anyone attempting to host a game on the same machine they're playing on - ie, blitz games.
 
 I didn't see this happening before I applied the patch, albeit maybe it's just my machine (Windows 98 SE), etc.
 
 
				__________________Wormwood and wine, and the bitter taste of ashes.
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				December 17th, 2004, 08:51 PM
			
			
			
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				 Re: Patch \'n mod 
 
	Quote: 
	
		| Alneyan said: Back to the Oceania mod: I gave a Moonshine Cap to an Astral 1 Capricorn, and it kept Astral 1 on the land (he should have lost Astral 1, and the Cap should have had no effect on his paths). Is it intentional, or a bug? It seems rather interesting to me (pay to keep your magic on the land), but that might not exactly be what Illwinter had in mind.
 
 |  It seems likely to me that the astral path is simply reduced by one on land, so empowering or putting a starshine skullcap on it raises it high enough to still have 1 on land.  This would be consistent with the way a number of the shapeshifters (primarily dragons) have their paths reduced in one form.
				__________________Wormwood and wine, and the bitter taste of ashes.
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				December 18th, 2004, 11:06 AM
			
			
			
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				 Re: Patch \'n mod 
 You are correct Cainehill; I thought the magic reduction was because of two different sets of magic paths on the land and water Capricorns, but it is merely a reduction of 1 level everywhere. If this drops the level in any path to 0, it is still possible to raise it back to 1 with any item, so the path is not "lost". |  
	
		
	
	
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				December 18th, 2004, 05:35 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Patch \'n mod 
 Would this make it possible to use an air path booster underwater? And would it have to be equipped on land, when air >0?Also, any word on bugs relating to path reduction and spells like Returning, Teleport, Twiceborn, etc?
 
 Update: Err... not that an aquatic nation would want to cast Twiceborn unless Thetis' Blessing was in effect.
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				December 18th, 2004, 08:35 PM
			
			
			
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				 Re: Patch \'n mod 
 
	Quote: 
	
		| Alneyan said: You are correct Cainehill; I thought the magic reduction was because of two different sets of magic paths on the land and water Capricorns, but it is merely a reduction of 1 level everywhere. If this drops the level in any path to 0, it is still possible to raise it back to 1 with any item, so the path is not "lost".
 
 |  That's interesting to know. So I suppose that even at 0 astral, he can still be mind dueled! |  
	
		
	
	
	
	
	
	
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