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  #1  
Old January 12th, 2004, 05:47 PM
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apoger apoger is offline
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Default Re: patch 2.06 out

>lets keep things positive.

I'll be the first one standing up and applauding when it's done right.

Until then I'll call it like I see it.
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  #2  
Old January 12th, 2004, 05:50 PM
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Default Re: patch 2.06 out

>If the national heroes are specific to nation you are swapping out then possibly the mod file can alter the old ones to what you wanted? Kludgy but might work.


Yeah, but this change will propagate down to the nations other themes, which may not be appropriate.

This is why I'm out until I can work with the themes rather than cutting into the main nation.
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  #3  
Old January 12th, 2004, 05:54 PM
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Default Re: patch 2.06 out

Quote:
Originally posted by Gandalf Parker:
quote:
Originally posted by apoger:
Oh yeah..

#6 In the MOD tools - I see a command to clear national heros, but how do I add in/designate new ones?
If the national heroes are specific to nation you are swapping out then possibly the mod file can alter the old ones to what you wanted? Kludgy but might work.
Isn't it so that we can only create new units, but not modify old ones?

[ January 12, 2004, 15:55: Message edited by: Teraswaerto ]
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  #4  
Old January 12th, 2004, 05:55 PM
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Default Re: patch 2.06 out

Quote:
Originally posted by apoger:

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.
It is very easy to enable/disable a mod. So you won't remove anything from the game by making a modified pythium. Just enable that mod when you want that variety of pythium. And I believe the point of modding is to modify the game.
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  #5  
Old January 12th, 2004, 05:56 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: patch 2.06 out

Quote:
Originally posted by apoger:
#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.
To remove then the #clear would work though its the long way around.

To add.....
The old unused units that has summons are still in there. Maybe using somethng like the number for the old Lord of Night. You should be able to change him without affecting the new one.

edit: Wait, new thought. it might take editing the unit he summons. That would affect all Fiends of Darkness in the game. Is there an old unit which summons a unit which is also an old unit? Not sure if Im explaining that correctly. Might have to look for myself.... I wish there was a way to see unit number in use. There are a bunch of wolves but its a pain to figure out which unit number is actually the one being summoned.

Edit Again: THEY DID. Kewl. Bring up the unit and hit Shft-I
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  #6  
Old January 12th, 2004, 06:15 PM

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Default Re: patch 2.06 out

It isn't listed among the changes but there is also a new lvl 3 priests spell: smite demon.
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  #7  
Old January 12th, 2004, 06:33 PM
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Default Re: patch 2.06 out

>So you won't remove anything from the game by making a modified pythium. Just enable that mod when you want that variety of pythium.


A bunch of players get together and want to play. They decide to use the "apoger" mod.
This mod offers an alternate theme for every nation.
No player will then have access to ANY standard nation since they have all be replaced by my mod.


What I want, and I don't think this is out of line is;


A bunch of players get together and want to play.
They decide to use the "apoger" mod.
This mod offers an alternate theme for every nation.
The players that choose to utilize one of my new themes simply takes it from the theme menu when making their nation.
Players that don't want to use one of the extra themes just ignore it and play what they want.


This is a HUGE difference.
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