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March 25th, 2006, 05:48 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: New Mod: Archmages
The archive has two files. They share the name, so only one can exist at the \mods directory. It should probably be the newer one.
EDIT:
I looked through the .dm file. I'd tone down some of the abilities, like Wind Dancers defence. 19 is awesome base stat; 15 should do. Remember how the Vampire Queen was supposed to be just another chassis for cheap magic paths?
Not a bad mod. I didn't like the Bloodhound's description, though; a rapid dog is not that good a gift. The rapid beast should be what has become of his familiar after he received his infernal powers.
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March 25th, 2006, 06:03 AM
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Major
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Re: New Mod: Archmages
naw, the VQ thing was before my time.
I can change the name pretty easily, I had no idea there was already an arhmages mod.
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March 25th, 2006, 06:09 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: New Mod: Archmages
Quote:
Wish_For_Blood_Slaves said:I can change the name pretty easily, I had no idea there was already an arhmages mod.
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Well, there is (proof here) but I don't mind.
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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March 25th, 2006, 10:30 AM
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Colonel
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Re: New Mod: Archmages
my puppet master has an obsesion with running away after one round of firing
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March 25th, 2006, 01:34 PM
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Major
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Re: New Mod: Archmages
it is because you are sending him alone, and the one thing he enslaves gets killed almost immediately
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March 25th, 2006, 05:38 PM
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Major
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Location: Salt Lake City
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Re: New Mod: Archmages
How about "Battlemages" for a name? Very cool, Wish, keep it up 
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March 25th, 2006, 08:17 PM
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Major
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Re: New Mod: Battlemages
good call, I'll rework it.
look at the ember mage, isn't that just the best adaptation of a belly dancer into a sorceress?
changed name of mod.
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March 26th, 2006, 09:02 AM
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Colonel
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Re: New Mod: Archmages
Quote:
Wish_For_Blood_Slaves said:
it is because you are sending him alone, and the one thing he enslaves gets killed almost immediately
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but he enslaves loads of stuff, although that probably is it (i had him scripted to quickness, body ethereal, luck and then fire archers. he got buffed while enemy infantry advanced then he got a load of archers who shot the other guys in the back  )
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March 26th, 2006, 03:57 PM
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Major
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Re: New Mod: Archmages
yeah, I usually script him quickness then fire fire fire fire cast spells,
he is amazing in the druid/elf provinces if you script him to fire large monsters, then those dark vines just demolish the rest of their army.
I find it dangerous to script him to fire, because when he is don, he can run in to his death, but if you must script him to fire, use two fires after 3 spells, then script him to fire and flee. this often ensures his survival.
These mages where not designed to solo independant provinces -- and the commanders are usually at the back, waiting to kill the two archers you grab.
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