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  #91  
Old December 7th, 2008, 03:34 PM
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Default Re: Magic Site Mod version 0.80

Well we could always shift to a randomizing program.
Yeah I know. My love for chaos is showing. But you could write a program where the features of each site could be selected randomly within fairly reasonable limits. Let it rewrite the mod for each game you play.

Im already working on one to rewrite a mod and have it create new nations to play against each time. I was going to have it randomly select sites for the start sites but I might take a stab at having it write its own just to see how that works out.

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  #92  
Old February 22nd, 2009, 01:11 PM
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Default Re: Magic Site Idea Thread

Endoperez,
Thanks for all of your work on this. I finally have a chance to consider starting a new game of Dominions (the first in some time!) and had been sporadically following your progress over the past three months. Looking forward to including this in my game.

Quote:
Originally Posted by Gandalf Parker View Post
@Honeybadger
I forgot to agree with the SemiRand thing.
Actually I have a number of ideas where expanding SemiRand to do mods might be alot of fun. SemiRandom new monsters, SemiRandom new magic sites, SemiRandom new pretenders, SemiRandom new nations
HEY BALLBARIAN! Lookee lookee
It took two months, but I finally saw your post.
I may try to incorporate some support for magic site & monster mods into SemiRandom. I have not given it much thought yet, but I do think that it would be nice to be able to assign custom sites & critters to a custom province. That combined with the new map commands that JK has in line for the next patch will add a lot of flexibility to province design. I will not go into any detail here as I do not want to derail Endo's thread.
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  #93  
Old February 22nd, 2009, 11:46 PM
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Default Re: Magic Site Mod version 0.80

Endo,
Unless I fouled something up with my download, you don't seem to have a banner yet. I created a quick one for my own use, but here it is if you have need of it:
Attached Thumbnails
Click image for larger version

Name:	mod_banner.png
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Size:	33.8 KB
ID:	7814  
Attached Files
File Type: zip mod_banner.zip (23.9 KB, 115 views)
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  #94  
Old February 26th, 2009, 06:03 AM
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Default Re: Magic Site Mod version 0.80

Thanks for that! I'll update the first post whenever the next patch comes out. I'll incorporate the banner at least then, and perhaps sooner.
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  #95  
Old March 17th, 2009, 07:11 AM
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Default Re: Magic Site Mod version 0.80

Ooh, ooh! The new patch is in, hurray! Can we have the banner now?
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  #96  
Old March 18th, 2009, 04:35 AM
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Default Re: Magic Site Mod version 0.80

I'll update this very soon. I want to add a couple more holy magic sites, and then add the banner. I might do two versions, first with the new holy sites and units in that uses existing sprites, then an update that only changes sprites. As long as I don't change anything else, it won't cause any compatibility errors even if everyone doesn't update.
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  #97  
Old March 18th, 2009, 06:10 AM

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Default Re: Magic Site Mod version 0.80

Would these two mods work correctly regardless of load order?
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  #98  
Old March 18th, 2009, 09:31 AM

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Default Re: Magic Site Mod version 0.80

Good point llama.

Why are you separating them anyway? To benefit people who have lots of mods on and are close to the sprite limit? That's just pyg isn't it?
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  #99  
Old March 18th, 2009, 10:23 AM

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Default Re: Magic Site Mod version 0.80

Hmm, I don't understand either, I'd think it might be simplest to just have a single version.
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  #100  
Old March 18th, 2009, 12:43 PM
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Default Re: Magic Site Mod version 0.80

One version had no #com sites, because they were units and hurt AI on the old version (armies of 200 Sorceresses?) One reason for the update is to remove the now-unnecessary version.
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