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May 28th, 2007, 04:35 AM
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Sergeant
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Join Date: Apr 2004
Location: Forlì, Italy
Posts: 322
Thanks: 15
Thanked 0 Times in 0 Posts
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Re: Worthy Heroes Mod(Version 1.7!Now with less he
A thing I never fully understood in Dominions:
I started a mp gamere with Worthy Heroes Mod 1.6. If we all upgrade to wem1.7, will the already started game be upgraded with the new mod?
Thanks
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May 28th, 2007, 04:46 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Worthy Heroes Mod(Version 1.7!Now with less he
No, it won't upgrade. You need to keep the old version of the mod in the mods folder so that it will be loaded.
The other option is for all of you to overwrite the contents of 1.6 with the contents of 1.7 EXCEPT the version number. That will change the already started game, since mods can be altered at will and the changes are instantaneous after restarting Dom3.
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June 9th, 2007, 03:38 AM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
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Re: Worthy Heroes Mod(Version 1.7!Now with less he
A suggestion for MA Agartha...
Give them a hero based off of the LA Ktonian Necromancer. Think of him as a forerunner of the times to come. If I remember correctly, that Skull Staff only needs two death to build. With just one Ktonian Necromancer, I could bootstrap and TwiceBorn all my Oracles of the Ancients. There's quite a few advantages to that, though there are of course some tradeoffs. And I'm also that much closer to that battlefield spell that causes darkness. An invaluable combination. Also makes Revenants accessible. MA does have a little necromantic flavor going on, but its more about the golems, so I'd make this character singular, maybe a bit more magically powerful.
Or, how about a Petrified Olm? This is an Olm that didn't survive long enough to become intelligent, but it certainly did become big before it died and turned to stone. Animated by the Golem Crafters of the Cult, it has lost any magic talents it once possessed. Especially fierce in combat, it is remarkably resilient, gaining greatly from the dominion bonus. Newly reanimated, it has trouble hitting things, but with time the Crafters become more adept at controlling it. Due to its great size, it hits with the force of a small mountain.
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June 10th, 2007, 02:43 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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ReBig Bug-problem with Hydra Hero
I am sorry to report a big problem with the Hydra Hero.
He appears to domsummon at a high rate cavalry units(monster number 20). I was play testing Ctis with Epic Heroes and Worthy heroes 1.7 when the Hydra appeared at the gate. Soon thereafter, large numbers of calvary began appearing.
I moved my Epic Hero out of the province with all of the cavalry, and they continued to appear in the capital, where the Hydra was the only possible offender.
Screen shot attached:

__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 10th, 2007, 04:30 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
Thanks: 0
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Re: ReBig Bug-problem with Hydra Hero
Sorry about that, I made a typo and had domsummon 20 719 instead of the intended domsummon20 719. And there I thought I had tested all of the newly summoning critters.
Fixed Version is uploaded in the first post.
If you are currently in a multiplayer game and want the fix as well, I think if all players overwrite their heroes1_7.dm with the one attached to this post it should update the game.
I have never tried updating mods inbetween turns though, so make sure you have backups of the files before hosting.
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