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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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Old July 22nd, 2008, 01:14 PM
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Default Re: Mod: Better Independents v2.0

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Endoperez said:
Quote:
llamabeast said:
Could you change the graphics of the affected units to point to an empty graphic, so that they are not even visible on the recruitment screen?
While an interesting thought, that'd also affect them in battles.
Ah, damn. Invisible attacking hordes that spit javelins and become briefly visible when they attack. Though I might try that one just for kicks to see what it looks like...
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Old July 22nd, 2008, 01:15 PM

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Default Re: Mod: Better Independents v2.0

Ah, poo.
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Old July 27th, 2008, 10:48 AM
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Default Re: Mod: Better Independents v2.0

Just found out that Better Independents 2.0 has conflicts with Worthy Heroes 1.8 and later, because WH uses the Golden Naga unit (334) as a Patala hero. The current BI mod copies light acavalry 26 to the 334 slot and uses it to replace the national recruitment light cavalries.

I've attached an updated version to the opening post that removes this conflict. The fixed version uses #1454 instead, the Unused Ancient One. Full changelog added to the OP.
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