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  #1  
Old February 2nd, 2007, 02:50 AM
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Default Re: New Mod: Chaos Wars

The numbers for units, nations etc. are limited so the conflicts with other mods are inevitable. The numbers I'm using for a particular mod are shown at the beginning of the mod file.
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  #2  
Old February 2nd, 2007, 03:35 PM
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Default Re: New Mod: Chaos Wars

Eventually I really will release "reconciled" mod compilations - it's not hard to remove all unit ID clashes if you have, say, a computer.

But at the moment you can't play with more than four or five mods at once anyway - I'm still getting the "sprnbr too high for file" error when I try to combine more than a few mods.

Assuming that isn't a result of my error (someone else can try loading seven new nations at once and see what happens,) we'll have to wait for a fix from Johan, and I think he's got other piorities.

Amos, nice pixel art!
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  #3  
Old February 3rd, 2007, 05:07 AM
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Default Re: New Mod: Chaos Wars

Version 0.03

-Renumbered all the units
-Removed ethereality from Stigian and changed his sprite again

I didnt have time to test this version, so I'm posting it as is.
I'm also thinking of giving Mater Mundi the ability to produce bonded instead of having them recruited. Maybe Mater Mundi will cost another 100 and when "summon allies" will get 1 Hound, 2 Enforcers and 3 Pikes. Any thoughts?
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Old February 3rd, 2007, 05:49 AM
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Default Re: New Mod: Chaos Wars

I'm pretty sure about #makemonster being only able to generate monsters of one spesific type. If you gave a unit three #makemonster commands, it'd have three different monster creation orders. In your case, it would be 1 Hound, 2 Enforcers OR 3 Pikes.
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Old February 3rd, 2007, 08:18 AM
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Default Re: New Mod: Chaos Wars

I already tested that and there is no problem technically. What I was asking was if it will completely screw up what little balance there is in the mod. I'm now thinking 1/1/1 is a better option.
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Old February 3rd, 2007, 09:30 AM
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Default Re: New Mod: Chaos Wars

Heh, you're right. I had tested combinations of multiple #makemonster1 or multiple #makemonster5 commands, not a combination of two different #makemonster commands. Very interesting command.
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Old February 3rd, 2007, 09:41 AM
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Default Re: New Mod: Chaos Wars

Too bad 1/1/1 isnt working . I've tested 1/2/3 version and its just too unbalancing. I distributed the summons: a Hound to Lord Judge, a Pike to Lord Arbiter and an Enforcer to Mater Mundi. I'm posting it as a main version.
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