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  #11  
Old November 10th, 2006, 11:36 AM
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Default Re: New Nation: Teutanion

I suggest you test out LA Man. Chelms is a wonderful concept, full of wacky randoms on non-mage commanders that also happen to be good for leading armies, work well as spies, etc...

There doesn't seem to be a command for patrol bonus. You can still give it by copying (#copystats) something that has it, like a Forester of Man, or Eye of the Lord from Machaka.
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  #12  
Old November 11th, 2006, 04:42 AM
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Default Re: New Nation: Teutanion

This is a very pretty mod.
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  #13  
Old November 11th, 2006, 09:23 AM

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Default Re: New Nation: Teutanion

Hi. Thank you for a great mod. But can you please help me, I can't have both Bloddelves and Teutanion enabled at the same time. Why do these mods conflict? If I enable both mods I can only choose to play with Bloodelves and when I start a map they have all the Bloodelves AND Teutanion units recruitable.

Cheers, and keep up making awesome Nations.
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  #14  
Old November 11th, 2006, 12:50 PM
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Default Re: New Nation: Teutanion

Thats because they both use the same nation number 70.
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  #15  
Old November 11th, 2006, 12:58 PM

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Default Re: New Nation: Teutanion

Ok I see, thank you. But you use different factionnumbers for all you nation-mods Amos? And is the nation numbers unlimited, or is there a hardcoded limit?
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  #16  
Old November 11th, 2006, 04:03 PM
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Default Re: New Nation: Teutanion

Edit the BElves.dm with the Notepad. Go to #selectnation and instead of 70 insert 74. That should solve the problem.
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  #17  
Old November 12th, 2006, 02:34 AM

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Default Re: New Nation: Teutanion

Thank you! It worked.
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  #18  
Old November 12th, 2006, 07:40 PM
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Default Re: New Nation: Teutanion

Endoperez, I'll give LA Man a thorough testing!

Amos & Raider, that will solve it until someone writes a good mod for nation number 74 that people want to use... Not really a big deal to change the one line to suit your individual tastes. Still, I wonder if anyone has started compiling the "used" spectrum of moddable numbers for Dominions 3 yet. I remember seeing a similar reference for all of the major Dom 2 mods to help modders and players in avoiding just these sorts of conflicts. I'll keep a note of the numbers I use in the readme files for my mods just in case someone wants to get on that...
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  #19  
Old November 13th, 2006, 07:04 PM
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Default Re: New Nation: Teutanion (Update v1.1)

FYI, Teutanion has been updated to v1.1 to address some of the suggestions made here. Enjoy!
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  #20  
Old November 13th, 2006, 08:28 PM
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Default Re: New Nation: Teutanion (Update v1.1)

Radier if you changed the nation number you lost the pretender for that nation. If you want the pretender back, go to #restrictedgod of the last monster and change it to the number of the nation (74).
Sorry for hijacking your thread Zepath.
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