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  #1  
Old December 17th, 2004, 05:00 PM
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Default 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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Old December 17th, 2004, 05:13 PM
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Default 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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Old December 17th, 2004, 08:42 PM
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Default 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.
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Old December 17th, 2004, 08:51 PM
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Default 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.
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Old December 18th, 2004, 11:06 AM
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Default 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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Old December 18th, 2004, 05:35 PM
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Default 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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Old December 18th, 2004, 08:35 PM

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Default 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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Old December 19th, 2004, 07:25 AM
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Default Re: Patch \'n mod

Seems likely.
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Old December 19th, 2004, 08:17 AM
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Default Re: Patch \'n mod

An Astral 1 Capricon wasn't Mind Dueled on the land, so it looks like you do need Astral 1 or better to be targetted by a Mind Duel. (My astral mage overrode my script, and cast Luck, Paralyse/Mind Burn/Paralyse/Mind Burn)

Still about the Capricorns, they have a limited Stealth ability on the land. If they move from a water province to a land province, they can still hide (you will have to click on the province to put back the hide order though), and so will not be attacked even with their Stealth gone. They cannot move either, so they will have to stay lurking in the province, or to try taking it.
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