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Old January 26th, 2010, 06:24 PM
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Default Re: Magic Site Mod version 1.00

Quote:
Originally Posted by Squirrelloid View Post
Quote:
Originally Posted by vfb View Post
In that case, does anyone else besides me think that the Shadow Priests (U3092) are just a tad OP?

Can we at least get rid of their #onebattlespell "Darkness"?
If I take on maintaining the mod, I will certainly look into this. I hadn't gotten around to looking at all the possible recruitable commanders yet...

Quote:
About the "Deep Sea" thing: all "Deep Sea" on maps has both the "Sea" and "Deep Sea" bits set. So any site that can appear in a Sea can also appear in a Deep Sea.
Really? So you can't have sites that are sea only? Because some of them (eg, collapsed lighthouse) are certainly appropriate as sea only...
If you use the game's map editor, setting a province to Deep Sea also makes it a Sea. If you manually set the terrain type to "Deep Sea only" in the map file by giving it a 2048 terrain type, it will be a Deep Sea without also being Sea, but only land-based units will be able to enter it: it won't be a water province as far as the game's concerned.

So there's no way to keep your collapsed lighthouse out of a Deep Sea province.
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