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  #71  
Old July 9th, 2009, 07:09 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (last day of recruitment)

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Originally Posted by llamabeast View Post
Would you mind just checking that my stupid Divine Flail bug has been fixed by the mod combining rdonj? It probably has. I'll just feel a bit silly if your game gets sabotaged by indy knights with divine flails. It's particular bad for Tomb Kings in fact!
I read this post and I suddenly realized... I forgot to include cbm! Well, that part is fixed now anyway. Do you happen to know where exactly the conflict is? That would save me a lot of time. After running the script it gave me a "duplicate armor definition" error, but nothing else. So at least your script isn't complaining that there's an error with the divine flail.

Also, a fun fact - this mod is 697 pages long in word. A lot of that is CBM though, which I dearly hope I won't have to pay too close of attention to.

edit: I looked briefly at the divine flail weapons and none of them are assigned to anything weird by the mod. So unless there is a conflict with a vanilla weapon it doesn't seem to be an issue.

Last edited by rdonj; July 9th, 2009 at 07:17 PM..
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  #72  
Old July 9th, 2009, 08:19 PM

llamabeast llamabeast is offline
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Default Re: Tourmaline - Mod Nations Game (last day of recruitment)

The problem I think (I have only just looked, naughtily!), is that I do #newweapon 710 Divine Flail, and CBM does #newweapon 710 warhorse hoof. However if I remember how it works correctly the script will have fixed that, since it's exactly the kind of conflict it's meant to fix.

Sorry about that, should have just sat and thought for a minute instead of posting!
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  #73  
Old July 10th, 2009, 06:04 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (last day of recruitment)

Yeah, your script fixed that, there should be no issues with divine flail-wielding knights.
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  #74  
Old July 10th, 2009, 08:02 AM

viccio viccio is offline
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Default Re: Tourmaline - Mod Nations Game (last day of recruitment)

If possible I would like to play with "Tharoon, Decadent Overlords" or "Tarent, Rise of Technology"
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  #75  
Old July 10th, 2009, 09:19 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (last day of recruitment)

I'm not sure I feel inclined to include tarent in the game. They seem too undominionsy, with their automatons and guns, they seem out of place compared to the others. Tharoon I'm more inclined to bring in. So I will include them in the mod.
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  #76  
Old July 10th, 2009, 11:17 AM

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Default Re: Tourmaline - Mod Nations Game (last day of recruitment)

Known bugs so far:

Sons of the Sun have no weapon
Lord of the summer plague lacking ranged weapons

Once those are fixed I'll release the mod for people to play with. If any further bugs are found I will fix those asap.

Edit: if burn/llama/sombre are still reading this thread... how many free spell slots are there? We're at 135 for the mod here.

Last edited by rdonj; July 10th, 2009 at 11:34 AM..
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  #77  
Old July 10th, 2009, 11:38 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

Quote:
Originally Posted by llamabeast View Post
Quote:
Also remember that the llama's mod combiner script doesn't take into account magic site recruitables, so you'll have to set capital only troops (and the Alugran change to Bringand Lair) by hand.
Man, I really should fix that. I didn't realise it affected capital only troops, does it really? Next week!
For the record, the script handled this just fine.
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  #78  
Old July 10th, 2009, 12:11 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (last day of recruitment)

Hmm. There was a bug in flood of serpents, for some reason llama the script did not know to change the damage number when the serpents of sotek changed id numbers. Looking more closely at the spell, there was a misspelling in fatiguecost that caused the spell not to work right. could tat have caused your script to ignore the spell?
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  #79  
Old July 10th, 2009, 12:37 PM

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Default Re: Tourmaline - Mod Nations Game (last day of recruitment)

Alright, all known bugs are dead. I'll be uploading the mod shortly, and then, yay, I get to start looking at how to fix up the map for us. The game will start on sunday unless we start finding a lot of bugs with the mod.

Also llama - the error with sons of the sun was only for nehekhara, or at least as far as I checked. It's because nehekhara alters the son of the sun after cbm changes the weapons, and the flails are renumbered by the mod script. So it goes looking for weapons that I don't think are there.

Edit: Files uploaded in both .zip and .rar format. Enjoy.

Last edited by rdonj; July 10th, 2009 at 12:51 PM..
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  #80  
Old July 10th, 2009, 02:55 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (last day of recruitment)

I've just realized lizards aren't cap only yet. So I'll definitely be releasing a different version of the mod later to fix that. But for the moment go ahead and use the current version for playtesting.
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