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  #11  
Old January 12th, 2005, 08:00 PM

Yvelina Yvelina is offline
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Default Re: New Game: Age of Men

This will be interesting. I am not sure that I will do that well, but I am willing to give it a try. By the way, how do you define 'human' pretender? Everyone who needs only 10 points to start a magic path, even if it is an archmage riding a freakbeast?

In any case, I claim the world for Vanheim!
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  #12  
Old January 12th, 2005, 08:27 PM

YellowCactus YellowCactus is offline
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Default Re: New Game: Age of Men

Atlantis
-Yc
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  #13  
Old January 12th, 2005, 08:34 PM

Zen Zen is offline
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Default Re: New Game: Age of Men

There is a new Version of the spellmod with some changes that conflicted with alot of what was intended. You may want to look at it and see if you wish to play with it instead of Version 1.7

www.techno-mage.com/~zen/
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  #14  
Old January 12th, 2005, 08:56 PM

Ironhawk Ironhawk is offline
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Default Re: New Game: Age of Men

Hahaha - The Freakbeast!!!

Umm... I can't recall all the pretender choices offhand but the "human" pretenders are usually like the Archmage, Master Druid, Crone, etc. The size 2 ones that are living, mortal, dont have many hp, no interesting combat abilities, and generally look human. But I think the freaklord or whatever pretty much falls into this Category as well in terms of stats and abilities, right? Plus it is really funny

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Yvelina said:
By the way, how do you define 'human' pretender? Everyone who needs only 10 points to start a magic path, even if it is an archmage riding a freakbeast?
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  #15  
Old January 12th, 2005, 09:24 PM

YellowCactus YellowCactus is offline
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Default Re: New Game: Age of Men

Where can I find the age of men mod?
-Yc

Oh, and can we have ghost kings?
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  #16  
Old January 12th, 2005, 09:52 PM

Ironhawk Ironhawk is offline
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Default Re: New Game: Age of Men

I'm still finishing up the age of men mod. Given what zen has said about the latest spell mod, what I will likely have to do is: grab his latest spell mod, then look thru it for conflicts with Age of Men and resolve them. And then post up a Zen/AoM combined mod so that we dont have any problems.

For the record, of the nations people listed to play: are they all base, except for Pangea? Cause I dont want to add in High Priests for nations if they can't even use them.
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  #17  
Old January 12th, 2005, 10:02 PM

quantum_mechani quantum_mechani is offline
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Default Re: New Game: Age of Men

Quote:
YellowCactus said:
Oh, and can we have ghost kings?
No, they are definitely out. I think the must-be-10-points-for -paths rule is a good one.

Oh, and I'm using Spring & Autumn.
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  #18  
Old January 12th, 2005, 11:23 PM

Cohen Cohen is offline
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Default Re: New Game: Age of Men

I don't know what kind of Marignon I'll use ^^
sorry.
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  #19  
Old January 13th, 2005, 06:20 AM

Ironhawk Ironhawk is offline
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Default Re: New Game: Age of Men

The Age of Men mod is basically ready to go. There was surprisingly little overlap with Zen's spell mod, but enough that I just tagged my changes onto the end of his file. The only problem remaining is that I want to mod out Gaap the Ice Devil (without throwing out ice devil summoning all together) or at least remove his Hell Sword, but I dont know how to mod that.

Anyone know?
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  #20  
Old January 13th, 2005, 09:41 AM

YellowCactus YellowCactus is offline
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Default Re: New Game: Age of Men

I don't think thats going to be a problem as long as he's scripted for spells AND the owner of gaap givens him an item to hold. Then he can't use his sword..hehe
-Yc
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