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				November 3rd, 2011, 04:30 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Randomocalypse 0.3.5.8 - Now with Customocalypse 
 Trying the customocalypse.bat out.Got it to add special units, priests, troops, sacreds. But not mages?
 Used this syntax: "set, primage, 1937, 0"
 It did not work. I did not get an error, like with the termage (there I got, could not add secondary mage, without primary mage...)
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				November 4th, 2011, 04:09 AM
			
			
			
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				 Re: Randomocalypse 0.3.5.8 - Now with Customocalypse 
 
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					Originally Posted by Korwin  Trying the customocalypse.bat out.Got it to add special units, priests, troops, sacreds. But not mages?
 Used this syntax: "set, primage, 1937, 0"
 It did not work. I did not get an error, like with the termage (there I got, could not add secondary mage, without primary mage...)
 |  Starets is defined only as cap only version, so you can't add it as non cap-only. There's no error message obviously, but that's the reason it happens.
 
Customocalypse magic site generation is broken in 0.3.5.8. It's fixed in whatever I got on my computer though. More than that I doubt I'll do since the current implementation is just far too cumbersome to use and I can't be arsed to make a graphical user interface. |  
	
		
	
	
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				November 4th, 2011, 06:30 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Randomocalypse 0.3.5.9 - Now with Customocalypse 
 0.3.5.9 released without any major additions. |  
	
		
	
	
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				November 4th, 2011, 12:48 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Randomocalypse 0.3.5.9 - Now with Customocalypse 
 Download link not working for me. |  
	
		
	
	
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				November 4th, 2011, 01:22 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Randomocalypse 0.3.5.9 - Now with Customocalypse 
 Yeah he just forgot that he added an underscore. This should work http://nikita.tnnet.fi/~elmokki/rand...lypse_0359.zip |  
	
		
	
	
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				November 4th, 2011, 01:26 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Randomocalypse 0.3.5.9 - Now with Customocalypse 
 
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					Originally Posted by kianduatha
					
				 |  Reposting correct link from other forum |  
	
		
	
	
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				November 6th, 2011, 03:26 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Randomocalypse 0.3.6.0 - Now with Customocalypse 
 
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					Originally Posted by kianduatha,Nov 5 2011, 03:13 AM
					
				  FYI, major bug in 0359...cap-only sacreds get the #homecom command instead of #homemon which makes them commanders instead! Oh noes! |  Fixed in 0.3.6.0 now that I finally noticed this. |  
	
		
	
	
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				November 6th, 2011, 03:38 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Randomocalypse 0.3.6.0 - Now with Customocalypse 
 The following I think I'll add "soon". The generation of this stuff will be possible to turn off.
 - Heroes/multiheroes. Just generating 3 or so per nation with some rules. This is when I or someone else bothers to make a hero unit list though. How this affects nation balance is a bit unclear, maybe it shouldn't if the heroes' magic diversity will be limited a bit.
 
 - Ideal temperature. Gotta do some testing with temperatures, but in general some heat or some cold might be given to nations with enough stuff that gets benefits from one / penalties from the other. This might mean rebalancing of some things.
 
 - Castle production bonus. Some super resource costly cap only sacreds might warrant this, but I don't know.
 
 - Priests can reanimate infantry
 - Priests with H3+ can reanimate longdead horsemen (MA Ermor)
 - Priests can reanimate LA Pangaea style
 - Priests can reanimate LA C'tis style
 
 All of the above will drastically increase the power of priests in power calculation.
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				November 7th, 2011, 05:22 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Randomocalypse 0.3.6.1 - Pile of new features 
 0.3.6.1 released with blood sac, reanimation and idealcold. |  
	
		
	
	
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				November 16th, 2011, 10:43 AM
			
			
			
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 Second Lieutenant |  | 
					Join Date: Aug 2008 
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				 Re: Randomocalypse 0.3.6.1 - Pile of new features 
 0.3.6.2 released with the very minor addition of ability to toggle using #com and #mon instead of #homecom and #homemon, ie allowing cap onlies to be recruited from conquered capitals.
 This is adjustable from weight.txt
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