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				November 23rd, 2009, 01:07 PM
			
			
			
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 Corporal |  | 
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				 Re: Nosophoros - The Vampire Lords 
 I'm tryin to put this mod into warhammer universe, by combining it with "WarhammerSix" combination. I tried to manually change nation number of Nosophorus, then tried automagic combination via "combinemods" perl script.
 The game either does not start, or crashes when my prophet tries to use the nosophorus divine magic
 
 Has anyone successfully merged the mod with some great mod such as Warhammer nations, magic site mod, conceptual balance?
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				November 23rd, 2009, 01:20 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Nosophoros - The Vampire Lords 
 I haven't. There's some huge modifications in Nosophoros regarding the special Vampire Divination Magic. It had to be done that way to make it work (workaround the limitation of mod commands). This could make troubles and may only be solved by changing the mod(s) manually.
 Nosophoros does work if you run it alone?
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				November 25th, 2009, 08:05 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Nosophoros - The Vampire Lords 
 
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					Originally Posted by Thilock_Dominus  A
 Name: Ivan
 Magic: 6 Blood Magic, 4 Death Magic, 4 Astral Magic
 Dominions: 6
 Order: 0
 Productivity: 1
 Cold: 1
 Growth: 1
 Drain: 2
 Awakening: None
 
 Point left: 5
 
 Bless Bonus: 100% Afflication chance, +3 strength, +1 Magic Resistance
 Death Magic Bonus: Expanded Maxage for Pretender
 Productivity: income +4%, resources +15%, supplies +20%, growth +0.2%
 Drain: units etc. +1 magic resistance, -2 research
 
 |  Isn't  drain 2 equal to  -1 research? or this is a change included in your mod? |  
	
		
	
	
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				November 25th, 2009, 12:01 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Nosophoros - The Vampire Lords 
 It's a change in the mod.   |  
	
		
	
	
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				November 23rd, 2009, 03:11 PM
			
			
			
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 Colonel |  | 
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				 Re: Nosophoros - The Vampire Lords 
 If you are talking about rituals that have holy as mainpath, those have not beenworking since version 3.21. Casting one will always crash the game. |  
	
		
	
	
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				November 24th, 2009, 01:12 PM
			
			
			
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 Corporal |  | 
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				 Re: Nosophoros - The Vampire Lords 
 To Thilock_Dominus: yes, the mod is working alone. And also working with conceptual balance mod: 
 ./combineMods 2 CBcomplete_1.6.dm Nosophoros.dm result
 
 I played 30 turns with no visible problem, except for the following:
 
 Some undeads automagically created on the battlefield by black rose guards killing opponenets disappear. Latest battle report says undead beings 81, killed -33 but i only got extra 15, and total 110 (instead of 81+33=114). And sometimes the mismatch is more. Is this a bug or feature?
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				November 24th, 2009, 04:14 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Nosophoros - The Vampire Lords 
 The undead (souless) that is made by Black Rose kills should disappear (most of them) after the battle. But they count as killed when the battle is over. It's feature (or rather a game mechanism)    
Note that Dark Summoner's Demonic Blood Spear and Vampire Beast bite (not its claw) do the same. As well if the soulless makes a kill will raise another soulless.
 
But the soulless are pretty weak to say at least.
 
You can check the nosophoros wiki (far from finished yet) for more unit features: http://dom3.servegame.com/wiki/Nosophoros |  
	
		
	
	
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				November 25th, 2009, 01:19 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Nosophoros - The Vampire Lords 
 oh, i liked thoes 40 free points   
magic 2 then is research +2? |  
	
		
	
	
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				November 26th, 2009, 06:24 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Nosophoros - The Vampire Lords 
 Yes but -1 in Magic Resistance. But not advisable while playing undead. They need all MR they can get or it could turn very very ugly.
 Death magic can easily make items which boost research points so it shouldn't be a problem.
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				November 26th, 2009, 06:32 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Nosophoros - The Vampire Lords 
 Yeah, yeah i just don't like drain.The description sounds so depressing...
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