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November 11th, 2006, 04:42 AM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
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Re: New Nation: Teutanion
This is a very pretty mod.
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November 11th, 2006, 09:23 AM
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Private
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Join Date: Nov 2006
Posts: 3
Thanks: 0
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Re: New Nation: Teutanion
Hi. Thank you for a great mod. But can you please help me, I can't have both Bloddelves and Teutanion enabled at the same time. Why do these mods conflict? If I enable both mods I can only choose to play with Bloodelves and when I start a map they have all the Bloodelves AND Teutanion units recruitable.
Cheers, and keep up making awesome Nations. 
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November 11th, 2006, 12:50 PM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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Re: New Nation: Teutanion
Thats because they both use the same nation number 70.
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November 11th, 2006, 12:58 PM
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Private
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Join Date: Nov 2006
Posts: 3
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Re: New Nation: Teutanion
Ok I see, thank you. But you use different factionnumbers for all you nation-mods Amos? And is the nation numbers unlimited, or is there a hardcoded limit?
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November 11th, 2006, 04:03 PM
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Captain
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Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
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Re: New Nation: Teutanion
Edit the BElves.dm with the Notepad. Go to #selectnation and instead of 70 insert 74. That should solve the problem.
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November 13th, 2006, 07:04 PM
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Sergeant
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Join Date: Jan 2006
Posts: 216
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Thanked 10 Times in 3 Posts
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Re: New Nation: Teutanion (Update v1.1)
FYI, Teutanion has been updated to v1.1 to address some of the suggestions made here. Enjoy!
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November 13th, 2006, 08:28 PM
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Captain
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Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
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Re: New Nation: Teutanion (Update v1.1)
Radier if you changed the nation number you lost the pretender for that nation. If you want the pretender back, go to #restrictedgod of the last monster and change it to the number of the nation (74).
Sorry for hijacking your thread Zepath.
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November 14th, 2006, 07:04 PM
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Sergeant
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Join Date: Jan 2006
Posts: 216
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Thanked 10 Times in 3 Posts
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Re: New Nation: Teutanion (Update v1.1)
Amos, np, thanks for being so helpful!
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December 29th, 2006, 11:20 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: New Nation: Teutanion (Update v1.1)
I think this is a wonderful mod. The graphics are excellent, and I like the low-magic hard-headed theme.
Some specific issues:
* The Light Cavalry is broken, because it uses a light lance AND a broadsword, but the light lance is NOT a once-only weapon like the Lance, so they are unintentionally trying to attack with both at the same time throughout the battle, leading to two attacks at skill 5! They should either lose the sword, or use a Lance and sword.
* Halberdier defense skill of 12 is something of a waste of a high skill, since their equipment ruins their defense ability. I'd suggest giving them Strength 11 and Defense 10.
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January 7th, 2007, 10:30 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: New Nation: Teutanion (Update v1.1)
I'm attaching my modified DM file, which fixes the light cavalry equipment (still light lance but now no sword at the same time...), and adjusts the halberdier skill (defense 12->10, attack 11->12, strength 10->11).
PvK
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