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  #1  
Old December 7th, 2008, 02:25 PM
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Default Re: Magic Site Mod version 0.80

Quote:
Originally Posted by Johan K View Post
Nice mod. Fun with some sites I haven't seen before. The #com command is fixed in the next patch.
There's only space for 100 more sites, though, and this mod will probably conflict with most nation mods even now. I wouldn't mind having space for some more sites, like up to 9999 or something.


Oh, and I'm already in love with the new site-searching feature, thanks a lot for that!
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  #2  
Old December 7th, 2008, 03:34 PM
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Default Re: Magic Site Mod version 0.80

Well we could always shift to a randomizing program.
Yeah I know. My love for chaos is showing. But you could write a program where the features of each site could be selected randomly within fairly reasonable limits. Let it rewrite the mod for each game you play.

Im already working on one to rewrite a mod and have it create new nations to play against each time. I was going to have it randomly select sites for the start sites but I might take a stab at having it write its own just to see how that works out.

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  #3  
Old February 22nd, 2009, 11:46 PM
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Default Re: Magic Site Mod version 0.80

Endo,
Unless I fouled something up with my download, you don't seem to have a banner yet. I created a quick one for my own use, but here it is if you have need of it:
Attached Thumbnails
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Name:	mod_banner.png
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Size:	33.8 KB
ID:	7814  
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File Type: zip mod_banner.zip (23.9 KB, 174 views)
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  #4  
Old February 26th, 2009, 06:03 AM
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Default Re: Magic Site Mod version 0.80

Thanks for that! I'll update the first post whenever the next patch comes out. I'll incorporate the banner at least then, and perhaps sooner.
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Old March 17th, 2009, 07:11 AM
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Default Re: Magic Site Mod version 0.80

Ooh, ooh! The new patch is in, hurray! Can we have the banner now?
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  #6  
Old March 18th, 2009, 04:35 AM
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Default Re: Magic Site Mod version 0.80

I'll update this very soon. I want to add a couple more holy magic sites, and then add the banner. I might do two versions, first with the new holy sites and units in that uses existing sprites, then an update that only changes sprites. As long as I don't change anything else, it won't cause any compatibility errors even if everyone doesn't update.
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Old March 18th, 2009, 06:10 AM

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Default Re: Magic Site Mod version 0.80

Would these two mods work correctly regardless of load order?
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Old March 18th, 2009, 09:31 AM

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Default Re: Magic Site Mod version 0.80

Good point llama.

Why are you separating them anyway? To benefit people who have lots of mods on and are close to the sprite limit? That's just pyg isn't it?
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Old March 18th, 2009, 10:23 AM

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Default Re: Magic Site Mod version 0.80

Hmm, I don't understand either, I'd think it might be simplest to just have a single version.
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  #10  
Old March 18th, 2009, 12:43 PM
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Default Re: Magic Site Mod version 0.80

One version had no #com sites, because they were units and hurt AI on the old version (armies of 200 Sorceresses?) One reason for the update is to remove the now-unnecessary version.
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