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June 17th, 2007, 02:07 AM
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Re: Neo Xekinima - LA game of Mod nations (recruit
Awesome. Umm - what settings are we going to be at? Just read through the thread and never saw that mentioned.
Also - even with Insane 50, New Hoburg's Fallen Wizard pretender seems a bit much, especially for a blessing strategy - 35 points for lvl 2 in _three_ paths, gem income 2, and new paths costing only 20 points.
( Edit - Had mistaken New Ulm for New Hoburg.
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June 17th, 2007, 02:43 AM
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Re: Neo Xekinima - LA game of Mod nations (recruit
Umm - also, Sylvania's Phoenix Guard still has a Fist for a weapon, instead of the golden bardiche they're supposed to have. Likewise, the Enchantress, Loremaster, and Priestess only have fists for weapons, which might be by design, but seems unlikely (as they probably should at least have a knife, eldar dagger, something).
Edit : And the lance Glade Rider doesn't have a sword like it should, only Light Lance and Hoof - should presumably have an Eldar Blade as well.
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June 17th, 2007, 06:45 PM
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
Cainehill said:
Awesome. Umm - what settings are we going to be at? Just read through the thread and never saw that mentioned.
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I think I wrote in the PM that everything will be set to standard, and we're going to have 48 hours quickhosting.
Quote:
Cainehill said:
Also - even with Insane 50, New Hoburg's Fallen Wizard pretender seems a bit much, especially for a blessing strategy - 35 points for lvl 2 in _three_ paths, gem income 2, and new paths costing only 20 points.
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It used to be even worse before, new paths at 10 points and lvl 3 in those three paths. Yes, it does open up very good blessing potential, but now you at least have to take bad scales to get it to full effect.
Quote:
Cainehill said:
Umm - also, Sylvania's Phoenix Guard still has a Fist for a weapon, instead of the golden bardiche they're supposed to have. Likewise, the Enchantress, Loremaster, and Priestess only have fists for weapons, which might be by design, but seems unlikely (as they probably should at least have a knife, eldar dagger, something).
Edit : And the lance Glade Rider doesn't have a sword like it should, only Light Lance and Hoof - should presumably have an Eldar Blade as well.
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Please write a post on Sombre's CBM thread about this (or the mod thread), or provide a fix for it. I can replace the mod without problems, but I got no time to fix this myself.
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June 17th, 2007, 09:13 PM
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
lch said:
Quote:
Cainehill said:
Umm - also, Sylvania's Phoenix Guard still has a Fist for a weapon, instead of the golden bardiche they're supposed to have. Likewise, the Enchantress, Loremaster, and Priestess only have fists for weapons, which might be by design, but seems unlikely (as they probably should at least have a knife, eldar dagger, something).
Edit : And the lance Glade Rider doesn't have a sword like it should, only Light Lance and Hoof - should presumably have an Eldar Blade as well.
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Please write a post on Sombre's CBM thread about this (or the mod thread), or provide a fix for it. I can replace the mod without problems, but I got no time to fix this myself.
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Okay - found the problems and have fixed them, two modded weapons shared the same number (Dwarven Fire and Dawn's Edge), and one of the Glade Runner units didn't have all the right lines in its entry. I'm attaching a version that fixes only those things - I don't know if there's problems with other nations having missing weapons, spells, etc, caused by folding all the mods together.
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June 17th, 2007, 09:15 PM
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Re: Neo Xekinima - LA game of Mod nations (recruit
And, unfortunately, I see there's still a bug with attachments - server didn't process my zip file properly, so I'm not sure what to do here.
My fix was changing the weapon number for Dawn's Edge from 815 (shared with Dwarven Fire) to 829, and changing
#weapon "Light Lance"
#weapon 56
#armor "Elven Leather Hauberk"
to :
#weapon "Light Lance"
#weapon 56
#weapon "Eldar Blade"
#armor "Elven Leather Hauberk"
on the Glade Runner.
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June 17th, 2007, 09:39 PM
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Re: Neo Xekinima - LA game of Mod nations (recruit
Okay - Sombre says that second fix is bad, because with the original lines, that glade rider is fighting with Lance, Hoof, _and_ Eldar Blade all at the same time. Looking at the unit's attack skill stats, it winds up being AT 4/10/6, so it is indeed better to remove a weapon, even if the description says, "lance and sword".
Not sure if you'd ever recruit the glade rider with lance then, since lance is definately inferior to the Eldar Blade. (But the unit does get a shield - still, I think it ought to have the Eldar Blade and not the lance.)
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June 17th, 2007, 10:30 PM
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Re: Neo Xekinima - LA game of Mod nations (recruit
I don't mind waiting until those fixes can be done. No hurry.
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June 18th, 2007, 01:33 AM
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Re: Neo Xekinima - LA game of Mod nations (recruit
Likewise - no hurry, but I think every player should go through a test SP game and check their units, give a once-over to make sure there aren't any glaring errors. No one can be expected to verify all the nations - but each player should have incentive to verify their own nation. 
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June 25th, 2007, 03:29 PM
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Re: Neo Xekinima - LA game of Mod nations (recruit
Well, as said before I decided that we keep the Hoburgs out for this game and in the next game they will be in.
I am waiting for confirmation from HoneyBadger on his pretender he PM'ed me (he has lots of unused points left).
Quote:
Cainehill said:
My fix was changing the weapon number for Dawn's Edge from 815 (shared with Dwarven Fire) to 829
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I've changed it to 820 like Sombre now.
Quote:
Cainehill said:
and changing
#weapon "Light Lance"
#weapon 56
#armor "Elven Leather Hauberk"
to :
#weapon "Light Lance"
#weapon 56
#weapon "Eldar Blade"
#armor "Elven Leather Hauberk"
on the Glade Runner.
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I agree with Sombre that the Lance Rider should not receive another melee weapon type. He'd then have three melee attacks, it's pretty unreasonable that somebody can use a lance and a sword at the same time (let alone the additional shield), and the graphic only shows the lance and the shield, too. The other rider has a sword because one of his weapons is ranged only and the cavalry that (like Ulm) has a lance in addition to the morningstar has the lance as one-shot item only. I'd rather let these things stay like they are.
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June 25th, 2007, 05:21 PM
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Re: Neo Xekinima - LA game of Mod nations (recruit
Technically speaking, a mounted lancer should fight with the lance until the lance is lost.
I would use a formula where there would be a 5% chance of losing or intentionally dropping the lance per combat round, increased by 5% every time the lance is used, and 10% every time the lance strikes an opponent.
The 10% should be accumulative-the rest wouldn't be. If anyone with a Length 1 weapon strikes the lancer though, the lance should automatically be lost.
After the lance is lost, a sword or a mace would be used.
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