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				October 26th, 2007, 11:33 PM
			
			
			
		  
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				Re: Age of Wonders Mod
	
			 
             
			
		
		
		
		Yeah, well, I'm going to a conference tomorrow, I had to make sure I was ready for it this past week, so...    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 3rd, 2007, 01:38 AM
			
			
			
		  
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				Re: Age of Wonders Mod
			 
             
			
		
		
		
		Okay, I can't do what I was originally planning because, indeed, there is a limit of 171 units with descriptions, and even existing units that have been rewritten count against that limit. As a result, the mod will consist of existing nations with a handful of units added instead of an overhaul of the game. 
 
Meanwhile, I will ask Illwinter to increase this limit in the next mod. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 3rd, 2007, 11:30 AM
			
			
			
		  
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				Re: Age of Wonders Mod
			 
             
			
		
		
		
		You can make one Nation by mod no? This limit is a for one mod only, not for an addition of mod? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 3rd, 2007, 11:47 AM
			
			
			
		  
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				Re: Age of Wonders Mod
			 
             
			
		
		
		
		A lot of mod issues are coming home to roost with the addition of so many new nations to the vanilla game via patch (so far Lanka, Eriu, Tir na n'Og, Fomoria, Serpent Cult), while the modding limits seem not to have been changed since Dominions 2, which only had 17 nations instead of 70. 
 
Consequently, a lot of the mod issues are going to be presented to Illwinter as a package as soon as I can write that report up. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				December 14th, 2007, 04:40 PM
			
			
			
		  
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				Re: Age of Wonders Mod
			 
             
			
		
		
		
		Okay, so it looks like the bug is going to be fixed at some point, although it might not be soon. I'm going to go ahead with this simple version of the mod. 
 
Now, I will lay out what sort of thing I intend to do with the following example of the first race: 
 
 
The Humans 
 
The Humans will use late era Man as a template, although a few units will be added. These will include the following: 
 
New units (units I will be making stats and descriptions from scratch): 
-A Musketeer 
-An Air Galley (maybe) 
 
Added units (units that I will be adding from other nations or independents): 
-A Sailing commander, probably the Captain of late Marignon (pretty well everyone is going to have someone with Sailing in this mod) 
-A medium-weight cavalry (of which there are many options) 
-A higher-powered independent priest (e.g. the High Priest) 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 16th, 2007, 09:42 AM
			
			
			
		  
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				Re: Age of Wonders Mod
			 
             
			
		
		
		
		So you make the human of the first AOW? 
 
The Air Galley is one of the most difficult unit to adapt, because they lost their main capacity: quick troops transport. The more close capacity is to give a supply bonus to all transport unit (Air galley, balloons and dwarwen tank). What do you think of this? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 17th, 2007, 02:29 AM
			
			
			
		  
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				Re: Age of Wonders Mod
			 
             
			
		
		
		
		Yeah, these are (primarily) based on the AoW1 Humans, although some AoW2 units might be added (the captain is similar enough to the swashbuckler).  
 
Yeah, I'm not sure how to handle the air galley. It's a unit that has both flying and sailing. I don't think it will be produceable; it will probably be available in the Construction school. Probably air as primary and earth as secondary.  
 
I'm also thinking of adding some Human heroes in a similar way. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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