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  #21  
Old January 12th, 2004, 05:55 PM
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Default Re: patch 2.06 out

Quote:
Originally posted by apoger:

I do not want to be forced to remove a main nation just to add in a mod. This defeats the whole point of modding, which is to ADD to a game.
It is very easy to enable/disable a mod. So you won't remove anything from the game by making a modified pythium. Just enable that mod when you want that variety of pythium. And I believe the point of modding is to modify the game.
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  #22  
Old January 12th, 2004, 05:56 PM
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Default Re: patch 2.06 out

Quote:
Originally posted by apoger:
#3 In the MOD tools - Is there a way to add/remove the "allies in combat" ability? Lets say for example (heh...) I wanted to take the free imps away from the Moloch.
To remove then the #clear would work though its the long way around.

To add.....
The old unused units that has summons are still in there. Maybe using somethng like the number for the old Lord of Night. You should be able to change him without affecting the new one.

edit: Wait, new thought. it might take editing the unit he summons. That would affect all Fiends of Darkness in the game. Is there an old unit which summons a unit which is also an old unit? Not sure if Im explaining that correctly. Might have to look for myself.... I wish there was a way to see unit number in use. There are a bunch of wolves but its a pain to figure out which unit number is actually the one being summoned.

Edit Again: THEY DID. Kewl. Bring up the unit and hit Shft-I
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  #23  
Old January 12th, 2004, 06:15 PM

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Default Re: patch 2.06 out

It isn't listed among the changes but there is also a new lvl 3 priests spell: smite demon.
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  #24  
Old January 12th, 2004, 06:33 PM
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Default Re: patch 2.06 out

>So you won't remove anything from the game by making a modified pythium. Just enable that mod when you want that variety of pythium.


A bunch of players get together and want to play. They decide to use the "apoger" mod.
This mod offers an alternate theme for every nation.
No player will then have access to ANY standard nation since they have all be replaced by my mod.


What I want, and I don't think this is out of line is;


A bunch of players get together and want to play.
They decide to use the "apoger" mod.
This mod offers an alternate theme for every nation.
The players that choose to utilize one of my new themes simply takes it from the theme menu when making their nation.
Players that don't want to use one of the extra themes just ignore it and play what they want.


This is a HUGE difference.
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  #25  
Old January 12th, 2004, 06:47 PM
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Default Re: patch 2.06 out

Quote:
Originally posted by johan osterman:
It isn't listed among the changes but there is also a new lvl 3 priests spell: smite demon.
I dont't see it in the priest spell list.
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  #26  
Old January 12th, 2004, 06:51 PM

johan osterman johan osterman is offline
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Default Re: patch 2.06 out

Quote:
Originally posted by Teraswaerto:
quote:
Originally posted by johan osterman:
It isn't listed among the changes but there is also a new lvl 3 priests spell: smite demon.
I dont't see it in the priest spell list.
I saw it there just an hour ago, if by priest spell list you mean the spells selectable as a battle spell order. It is after the others in the list.

[ January 12, 2004, 16:52: Message edited by: johan osterman ]
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  #27  
Old January 12th, 2004, 06:52 PM

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Default Re: patch 2.06 out

Are the scale effects now modable? Because I am in a long hard solo game with order 3 misfortune 3 and I will probably get slammed to heck if I use the patch in that game.

On the other hand I'm also in a MP game that will probably require me to patch.
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  #28  
Old January 12th, 2004, 06:53 PM
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Default Re: patch 2.06 out

>Originally posted by apoger:
>You probably should have given players some clue about this in the description. I'd never have figured it out myself.

Rrright you are!

>There is still no real way to use the death gems. Until you get a random pick in death or use the pretender.

>I'm not too keen on giving nations abilities, but not the mages to use them.

My intention was not to give them abilities but to give them death gems.

>>Otherwise use the blood mages, you can go quite far with 5 ghoul guardians.

>Not if I have to hire a mage to lead every 5 of them.

Vs independents they are awesome even if led by a powerful mage
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  #29  
Old January 12th, 2004, 06:56 PM
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Default Re: patch 2.06 out

Quote:
Originally posted by apoger:
>So you won't remove anything from the game by making a modified pythium. Just enable that mod when you want that variety of pythium.


A bunch of players get together and want to play. They decide to use the "apoger" mod.
This mod offers an alternate theme for every nation.
No player will then have access to ANY standard nation since they have all be replaced by my mod.


What I want, and I don't think this is out of line is;


A bunch of players get together and want to play.
They decide to use the "apoger" mod.
This mod offers an alternate theme for every nation.
The players that choose to utilize one of my new themes simply takes it from the theme menu when making their nation.
Players that don't want to use one of the extra themes just ignore it and play what they want.


This is a HUGE difference.
Just make several APOGER MODs. A general one for scales and one for each nation to mod. The secrecy is lost, but you can at least choose which nations to mod.
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  #30  
Old January 12th, 2004, 07:01 PM
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Default Re: patch 2.06 out

Quote:
Originally posted by SurvivalistMerc:
Are the scale effects now modable? Because I am in a long hard solo game with order 3 misfortune 3 and I will probably get slammed to heck if I use the patch in that game.

On the other hand I'm also in a MP game that will probably require me to patch.
Scales are moddable so if you want to keep the scale effects of 2.02 in MP games you must make a '2.02-scale-mod'. Not sure if mods can be activated in games that have already begun though.
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