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  #51  
Old March 19th, 2005, 06:30 PM
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Arralen Arralen is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

The .tga in Cherrys pack is actually the right one, but named incorrectly.

But I would suggest using the revised version (v2) of the Parganos - remade! map (attached).
Attached Files
File Type: zip 341778-arrs_parganos_v2.zip (4.96 MB, 415 views)
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
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  #52  
Old March 19th, 2005, 08:02 PM
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
Ighalli said:
Sorry to keep pestering you, but the cost of panic is jacked up to 2000 (should be 20) by your mod, because of a mistake in the Tome (listed as 20 gems, not fatigue).
Thanks for noting that; it's fixed and the modded version (7.1) is attached to the first post now.

Please download the correct map from Arralen, BTW Sorry I make so many mistakes... in anime it's cute, but in real life...
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  #53  
Old March 19th, 2005, 08:35 PM

rabelais rabelais is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
Saber Cherry said:

Abysia: Grame Dice
Mictlan: Rabelais (unless you want something else...)
Jotunheim: Cherry





I have come down with either the flu or pneumonia and don't think adding to my dominions play would be wise just now.

Looking forward to getting better quickly so I can try the Mod in MP on the next cycle!



Rabe the Infirm
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  #54  
Old March 19th, 2005, 09:35 PM
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
rabelais said:
I have come down with either the flu or pneumonia and don't think adding to my dominions play would be wise just now.

Looking forward to getting better quickly so I can try the Mod in MP on the next cycle!

Rabe the Infirm
Get well soon!
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  #55  
Old March 19th, 2005, 09:38 PM
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
tinkthank said:
Sorry, must be quick: you'll have to count me out, soryy
(assuming labor commenced)

Thanks for giving us notice, and I wish you the best! Be sure to tell us the details. And congratulations
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  #56  
Old March 20th, 2005, 05:03 AM
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Default Re: Rebalance Mod game starting, everyone welcome!

Sorry to say, but you broke the Celestial Master ...
Holy-3 is missing.
Air instead of Water makes Acid Spells unusuable, while lighting-tossing isn't really that inventive ...

.. for more commentsm, see the thread in the main forum ..

A.
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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  #57  
Old March 20th, 2005, 07:12 AM
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Default Re: Rebalance Mod game starting, everyone welcome!

Fixed! Corrected version is attached. Thanks for noting the error, Arralen!
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  #58  
Old March 20th, 2005, 07:18 AM
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Default Re: Rebalance Mod game starting, everyone welcome!

... and Spirit Mastery was exempted from the Level 4 Limit mod rules as a national starting spell.
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  #59  
Old March 20th, 2005, 07:26 AM

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Default Re: Rebalance Mod game starting, everyone welcome!

I was about to fire up the server but it seems there has been a flurry of activity with the mods. Lets give it another day to make sure it's stable. SC, I'm going to PM you back in a sec with my email addy and you can send me the exact map and mod files we will be using.

In other news: with the re-enactment of national spells, a relatively simple theme choice for me is Ulm BF, whose national Sanguine Heritage spell is effectively a substitute for the level 7 or 8 blood spell that gives you vampires. Is it against the theme of this game for me to choose BF?

Also, we are using Zen's latest pretender mod, are we also using the latest scale mod?
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  #60  
Old March 20th, 2005, 07:46 AM
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
Ironhawk said:
I was about to fire up the server but it seems there has been a flurry of activity with the mods. Lets give it another day to make sure it's stable. SC, I'm going to PM you back in a sec with my email addy and you can send me the exact map and mod files we will be using.
Sent... and posted here!

Quote:
In other news: with the re-enactment of national spells, a relatively simple theme choice for me is Ulm BF, whose national Sanguine Heritage spell is effectively a substitute for the level 7 or 8 blood spell that gives you vampires. Is it against the theme of this game for me to choose BF?
It's fine with me. If BF Ulm can trash everyone else just because magic is (mostly) limited to level 4, that will demonstrate a major problem with the mod. But I doubt you can do it... bwahahaha!!!

Quote:
Also, we are using Zen's latest pretender mod, are we also using the latest scale mod?
Just pretenders, sorry. If there is interest in a second round (with rebalance v8, fixing any errors and balance issues discovered in v7.X) we'll use the scale mod as well.

If you have not yet downloaded any files, the final version of EVERYTHING (all mods and maps) is posted here!
Attached Files
File Type: zip 341912-All Game Files.zip (5.06 MB, 500 views)
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