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

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  #1  
Old March 24th, 2010, 08:12 AM
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WraithLord WraithLord is offline
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Default Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010

Yes, I enabled the mod after CBM.
I have diversity and sprites mods on as well, I'll try w/o them.
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Old March 24th, 2010, 10:02 AM
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Burnsaber Burnsaber is offline
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Default Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010

Quote:
Originally Posted by WraithLord View Post
Yes, I enabled the mod after CBM.
I have diversity and sprites mods on as well, I'll try w/o them.
I took a quick look and this mod does not clash with either diversity or the sprites mod. The bugs you are having really sound like something CBM did (for example, the Varangian Captain overwrites the Emerald Guard unit, so it becomes recruitable troop if the game draws the recruitment list from CBM instead of this mod). Also the no "Battle Vestals" thing also points out to the game drawing the recruitment list from CBM, since in CBM the Battle Vestal is cap only (and thus produced from a site, not from the list). I don't know why your game is using the CBM list if you enabled it first, put this mechanic could be prone to mystic bugs we don't know depending on OS and other stuff.

Now that I think about it, I could just combine this mod with CBM. I will simply take the CBM mod, put this mod at the end of it. That "combination mod" should be pretty much clash free. I'll make that version once I get home.

Last edited by Burnsaber; March 24th, 2010 at 10:09 AM..
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Old March 24th, 2010, 11:08 AM
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Default Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010

Yeah. I made sure to enable your mod after CBM. Since 1.6 is so common now it sounds like a great idea to make your sure your mod lives in peace with it. Thanks!
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