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  #11  
Old July 11th, 2011, 07:07 PM

Louist Louist is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!

Had the mod crash when trying to load the tga file for new_ichtyid_warrior. It's completely possible I've made a mistake installing it, but I haven't yet had a similar problem with stock CBM.
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  #12  
Old July 11th, 2011, 07:56 PM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!

Welcome, yugi24862.

Louist, do you have any other mods active? You only want this one active. At one point I accidentally activated another version of CBM at the same time and that caused the game to crash. But it wasn't the same error you got. That seems like a missing graphic.

Btw, you just need to save the mod for this game into your mods folder - it uses the same graphics folder as CBM so no other files are needed.
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  #13  
Old July 11th, 2011, 08:22 PM

Louist Louist is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!

Hmm... I may well have had something else enabled without noticing.
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  #14  
Old July 11th, 2011, 08:28 PM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!

Ok, if you still have problems even with no other mods active please let me know and I'll try to replicate it.
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  #15  
Old July 11th, 2011, 11:40 PM

ghoul31 ghoul31 is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!

arco
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  #16  
Old July 12th, 2011, 12:54 PM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!

Welcome, ghoul31. That gives us 5 players. I'll keep recruitment open a bit longer to see if we can get a sixth.

Btw, there will be a fixed version of the mod. In a test game I noticed a couple of sites that allow recruitment of villians. That's easy enough to avoid by just not recruiting them but I also realized I forgot to remove Bloodletting from the spell list. I used this last game but stopped using it as I felt it's too much for these game settings.
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  #17  
Old July 12th, 2011, 01:36 PM

Olm Olm is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!

I'd try Man.
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  #18  
Old July 12th, 2011, 01:48 PM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!

Great, that makes six players. Welcome, Olm.

I can't make the final changes to the mod now but you can already design and create your pretenders as the final version won't affect that.

Any map suggestions? Sixlands is excellent but it feels like I've played all my recent games on it so I'd like to find something different.
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  #19  
Old July 12th, 2011, 03:36 PM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders

Here are some map possibilities. First a couple from two of Dominions' main map makers:

Elmokki's Realm of Rampaging Roaches
PashaDawg's Threelake (note that we would play a version without the special defenders)

And a couple from players in this game:

Louist's FirstWorld
My Greenland

In some cases we may need to reduce the number of water provinces or assign starts and of course make the map no indie, but that's not a problem.

And, if we can't come to an agreement we can always play Sixlands.
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  #20  
Old July 12th, 2011, 04:29 PM

Olm Olm is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders

I'd like First World or RRR.
Greenland is too balanced for my taste and threelake just doesn't convince me on first look.
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