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				November 10th, 2006, 11:36 AM
			
			
			
		  
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				National Security Advisor 
				
				
				
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				Re: New Nation: Teutanion
			 
             
			
		
		
		
		I suggest you test out LA Man. Chelms is a wonderful concept, full of wacky randoms on non-mage commanders that also happen to be good for leading armies, work well as spies, etc... 
 
There doesn't seem to be a command for patrol bonus. You can still give it by copying (#copystats) something that has it, like a Forester of Man, or Eye of the Lord from Machaka. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 11th, 2006, 04:42 AM
			
			
			
		  
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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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				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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				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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				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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				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 12th, 2006, 02:34 AM
			
			
			
		  
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				Re: New Nation: Teutanion
			 
             
			
		
		
		
		Thank you! It worked. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 12th, 2006, 07:40 PM
			
			
			
		  
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				Re: New Nation: Teutanion
			 
             
			
		
		
		
		Endoperez, I'll give LA Man a thorough testing! 
 
Amos & Raider, that will solve it until someone writes a good mod for nation number 74 that people want to use...  Not really a big deal to change the one line to suit your individual tastes.  Still, I wonder if anyone has started compiling the "used" spectrum of moddable numbers for Dominions 3 yet.  I remember seeing a similar reference for all of the major Dom 2 mods to help modders and players in avoiding just these sorts of conflicts.  I'll keep a note of the numbers I use in the readme files for my mods just in case someone wants to get on that... 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 13th, 2006, 07:04 PM
			
			
			
		  
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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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				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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