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  #1  
Old August 20th, 2008, 01:24 PM
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Edratman Edratman is offline
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Default Re: Antilarium 3 Metamap

I didn't see one either. Try moving the "#holy" on monster #2808 so that it is before the custom magic listing in the file.

I don't have the time to try it myself. If that doesn't work, I'll look at it tonight.
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  #2  
Old August 20th, 2008, 06:35 PM
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Default Re: Antilarium 3 Metamap

I have tried the map with the mod enabled and I haven't gotten the "no holiness" error.

If you try my prior suggestion about shifting the "#holy" so it is positioned before the magic assignment and do not have success, I suggest deleting the the download and then downloading again.

Sorry I could not be of more help.
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  #3  
Old August 21st, 2008, 06:30 AM
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Default Re: Antilarium 3 Metamap

AH. I see it now. You gave #2806 holy 1 in the map file. I didn't think to check the map file for commander changes.

The file I downloaded at home must have been corrected before I got it
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  #4  
Old August 21st, 2008, 09:02 AM
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Default Re: Antilarium 3 Metamap

Some of the artwork in my mytheology mod is derivative - based on some artist's work, but modified/ shrunk / etc (e.g., KONG was based on movie posters). Not that you'd probably ever be able to tell, since they had to be modified so very much to fit in 128x128 px or less, that they mostly just served as templates. Some day I may go back and fix the mod to all original art for consistency.

However, all the sprites (and the map) in the Antilarium metamap is from scratch. I sort of developed a process that looks best for larger sprites, but works fastest for smaller sprites (mansized or so, which unfortunately support very little detail). Thanks!
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  #5  
Old August 21st, 2008, 11:43 AM

otthegreat otthegreat is offline
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Default Re: Antilarium 3 Metamap

It works! Thank you for all the work Psientist, it looks great. And thanks Edratman for the help.
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  #6  
Old August 22nd, 2008, 07:38 AM
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Default Re: Antilarium 3 Metamap

I may have worked out one instance of the 'Nagot gick fel' error. I kept getting the problem until I disabled the Worthy Heroes mod. Perhaps a clash over unit numbering?
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  #7  
Old August 22nd, 2008, 10:12 AM
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Default Re: Antilarium 3 Metamap

Gregstrom - that's entirely possible, as one mod can overwrite the base stats of a unit in another mod. There is a spreadsheet with all the unit, armor, weapon numbers included with the Antilarium download, and somewhere on this forum is a tool for auto-renumbering mods so there are no conflicts (PC only I'm sure).
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  #8  
Old August 27th, 2008, 11:36 AM
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Default Re: Antilarium 3 Metamap

Maybe I should have a look at that tool.

tbh, I don't go around expecting mods to be inter-compatible out of the box - I'd just forgotten I had WH turned on. It's pretty much a default setting for the games I've been playing.

Having taken the time to enjoy the map in SP, I have to say that I love it. It's great fun going round the VPs in the endgame with Master Enslave scripted to a caster or two.
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  #9  
Old February 14th, 2009, 08:13 AM

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Default Re: Antilarium 3 Metamap

Ehm, is it me or does the link no longer work? Sorry for the necromancy, I would love to play the metamap..
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  #10  
Old February 14th, 2009, 08:34 AM

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Default Re: Antilarium 3 Metamap

It does not work

Psientist, could you reupload it? I could host it if necessary.
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