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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 April 14th, 2010, 11:58 PM
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Default Re: Conceptual Balance Mod 1.6

I found a typo in the mod file:

#selectnation31
#hero5 2840
#end

I did a quick search of the thread, which didn't turn up anything, so apologies if this has already been brought up. And I'm most certainly very sketchy on modding knowledge and how forgiving the game is about syntax, so apologies as well if this is one of those no-big-deal, the-game-reads-it-properly-anyways things.
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Old April 16th, 2010, 12:57 AM
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Default Re: Conceptual Balance Mod 1.6

And yet another report.

I posted a while ago about how the change to Rams Head the White Satyr, one of Pangaea's heroes, removes his ability to summon Satyr Hoplites.

I just figured out that it does the same thing for Iszvat the Unwinged, EA Caelum's hero. Yeah, I know, Temple Guard suck, but nonetheless...

In case anyone else finds this bothersome, here are the fixes for both (repeating the Rams Head one for ease of reference):


For Iszvat's entry:
#makemonster5 1289 -- re-enables Iszvat's ability to summon Temple Guard

For Rams Heads's entry:
#makemonster5 230 -- re-enables Rams Head's ability to summon Satyr Hoplites


Am I correct in concluding from this that you can't mod any aspect of an existing unit that has a #makemonster summoning ability without eliminating its ability to do so (without specifically re-enabling the ability as done above)?
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