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  #1  
Old January 12th, 2004, 03:52 PM

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Default Re: patch 2.06 out

Damn. Now I'll get nothing done all week. ;-(
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  #2  
Old January 12th, 2004, 04:29 PM
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Default Re: patch 2.06 out

Are the demos in the Shrapnel's site 2.02 or 2.06? Will they be updated? If yes, when are Version 2.06 demos coming out?
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  #3  
Old January 12th, 2004, 04:46 PM
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Default Re: patch 2.06 out

Questions now that I have looked at the patch:

#1 Ulm [Black Forest] produces death gems and has an undead troop. Yet has no death mage. Only one mage with blood-1 (undead leadership-5). I get the feeling there is supposed to be a death mage, otherwise how are we supposed to use the death gems or lead the ghoul troops? Am I missing something?

#2 In the MOD tools - Is there a way to allow units to create/summon allies? Or produce gems?

#3 In the MOD tools - Is there a way to add/remove the "allies in combat" ability? Lets say for example (heh...) I wanted to take the free imps away from the Moloch.

#4 In the MOD tools - I see how I can edit a nation. What if I wanted to leave the nation, but add a theme? Can we make or even edit themes?

#5 In the MOD tools - If I wanted to do work on pretender units, how would I designate the costs of magic paths (such as: Fire:3 Air:2 costs 30 to start a new path).
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  #4  
Old January 12th, 2004, 04:49 PM
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Default Re: patch 2.06 out

Oh yeah..

#6 In the MOD tools - I see a command to clear national heros, but how do I add in/designate new ones?
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  #5  
Old January 12th, 2004, 05:00 PM
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Default Re: patch 2.06 out

1. They start with a blood/death spell to summon a vampire count. Otherwise use the blood mages, you can go quite far with 5 ghoul guardians.

2. If it's not in the modding manual then those abilities have been forgotten. Next patch!

3. Use the #clear command and then add the abilities you want him to retain.

4. No

5. That's for the next patch.

6. Not possible yet
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  #6  
Old January 12th, 2004, 05:16 PM
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Default Re: patch 2.06 out

Quote:
Originally posted by Johan K:
[QB] 1. They start with a blood/death spell to summon a vampire count. Otherwise use the blood mages, you can go quite far with 5 ghoul guardians.
The Sanguine Heritage spell has no description available when you look under the casting information.
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  #7  
Old January 12th, 2004, 05:27 PM
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Default Re: patch 2.06 out

Thanks for the fast reply.

>1. They start with a blood/death spell to summon a vampire count.


The Vamp Count requires Blood-3 and Death-3 plus 44 slaves. That's a pretty steep cost for a nation that has Blood-1 and Death-0. Basically you must cultivate your pretender as a blood/death mage to use this aspect of the theme. You probably should have given players some clue about this in the description. I'd never have figured it out myself.

There is still no real way to use the death gems. Until you get a random pick in death or use the pretender.

I'm not too keen on giving nations abilities, but not the mages to use them.


>Otherwise use the blood mages, you can go quite far with 5 ghoul guardians.


Not if I have to hire a mage to lead every 5 of them.


>3. Use the #clear command and then add the abilities you want him to retain.

Except we have no commands to add those types of abilities back in...


>4. No

No ability to affect/create themes?

That's a MODing disaster as the themes are a large portion of the game.

In fact this forces me to muck with the nations main theme, which is something I really wanted to avoid.

I do not want to be forced to remove a main nation just to add in a mod. This defeats the whole point of modding, which is to ADD to a game.


[gigantic sigh] Until mods don't subtract main themes, and until the battle replay speed is fixed, I'm going to stay out of Modding. This isn't some sort of threat. It's just too frustrating to have almost what you need, but not quite enough. When the MOD tools are up to spec, I'll do a massive and fun MOD. Until then I'm watching from the sidelines.

[ January 12, 2004, 15:34: Message edited by: apoger ]
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