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  #21  
Old September 10th, 2012, 10:37 AM
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Soyweiser Soyweiser is offline
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Default Re: Conceptual Balance mod 1.93 released!

Damn, I was also working on that. I do know how to fix the arch seraph:

Code:
#selectmonster 509 --Arch Seraph
#shockres 100
#stormimmune
#gcost 0
#clearmagic
#magicskill 1 2
#end
And I just removed all the erronous spell data.

I didn't have a fix for the mind lord btw. It is a bit strange what is happening.

Change this:

Code:
--Fomoria EA

#selectnation 14
#startcom 1815
#startunittype1 1813
#startunittype2 1814
#startunitnbrs1 15
#startunitnbrs2 15
#end

-Fir Bolg Slinger
#selectmonster 1758
#enc 2
#end
into this:

Code:
--Fomoria EA

#selectnation 14
#startcom 1815
#startunittype1 1813
#startunittype2 1814
#startunitnbrs1 15
#startunitnbrs2 15
#end

-Fir Bolg Slinger
#selectmonster 1814
#enc 2
#end
This removes the double reference to the 1758 slinger.
__________________
I'm acting like a high school girl /\
Bookmark these links:
http://dom3.servegame.com/wiki/
http://wolfsbane.alwaysdata.net/Spells.html
Test stuff, use the debug mod:
http://forum.shrapnelgames.com/showthread.php?t=36453
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  #22  
Old September 11th, 2012, 06:36 AM
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Soyweiser Soyweiser is offline
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Default Re: Conceptual Balance mod 1.93 released!

I updated your quickfix Makinus.

This version removes the summon shade spell, and the revel spell (as it was referenced as broken).

And fixes the two things I mentioned.
Attached Files
File Type: zip CB1.93_qfx2.dm.zip (135.1 KB, 224 views)
__________________
I'm acting like a high school girl /\
Bookmark these links:
http://dom3.servegame.com/wiki/
http://wolfsbane.alwaysdata.net/Spells.html
Test stuff, use the debug mod:
http://forum.shrapnelgames.com/showthread.php?t=36453
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