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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 January 27th, 2010, 08:19 AM
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Default Re: Magic Site Mod version 1.00

In the zip file, there are 2 .dms. The first has only the changes that were referenced in your post, plus I changed the version to 1.01 and indicated that you and I had add'l input in the description. There are no other changes.

The 2nd (which was done primarily for my own purposes) removes all units that were not just copies of vanilla units, and sites whose only attribute was to allow their recruitment (may have missed some of those, but hopefully.) The unit recruitment lines in the sites are still there, but commented, while the monster/weapon/armor stat blocks are deleted.
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Old January 27th, 2010, 10:42 AM
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Default Re: Magic Site Mod version 1.00

Have you considered changing the number of some sites to allow this be used with no conflicts along custom nation mods?
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Old January 27th, 2010, 05:14 PM
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Default Re: Magic Site Mod version 1.00

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Originally Posted by Joelz View Post
Have you considered changing the number of some sites to allow this be used with no conflicts along custom nation mods?
Pwetty pwetty pwease
The problem is that there are a great number of custom nation mods, and they are not at all consistent about which site ids they use. See Gregstrom's mod compatibility index for specifics (although I don't think it's been updated for the latest CBM.) Getting this many sites to not conflict with *any* nation mod is a difficult, if not impossible, task.

That said, for a specific set of mods it's fairly easy to renumber the conflicts in either this or the nation mod.
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