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  #1  
Old November 23rd, 2009, 01:07 PM

mehrunes_dagon mehrunes_dagon is offline
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Shock Re: Nosophoros - The Vampire Lords

I'm tryin to put this mod into warhammer universe, by combining it with "WarhammerSix" combination. I tried to manually change nation number of Nosophorus, then tried automagic combination via "combinemods" perl script.

The game either does not start, or crashes when my prophet tries to use the nosophorus divine magic

Has anyone successfully merged the mod with some great mod such as Warhammer nations, magic site mod, conceptual balance?
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  #2  
Old November 23rd, 2009, 01:20 PM
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Thilock_Dominus Thilock_Dominus is offline
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Default Re: Nosophoros - The Vampire Lords

I haven't. There's some huge modifications in Nosophoros regarding the special Vampire Divination Magic. It had to be done that way to make it work (workaround the limitation of mod commands). This could make troubles and may only be solved by changing the mod(s) manually.

Nosophoros does work if you run it alone?
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Nosophoros: The Vampire Lords - v1.02
Conquest of Elysium 3 GUI mods
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  #3  
Old November 25th, 2009, 08:05 AM
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Default Re: Nosophoros - The Vampire Lords

Quote:
Originally Posted by Thilock_Dominus View Post
A

Name: Ivan
Magic: 6 Blood Magic, 4 Death Magic, 4 Astral Magic
Dominions: 6
Order: 0
Productivity: 1
Cold: 1
Growth: 1
Drain: 2
Awakening: None

Point left: 5

Bless Bonus: 100% Afflication chance, +3 strength, +1 Magic Resistance
Death Magic Bonus: Expanded Maxage for Pretender
Productivity: income +4%, resources +15%, supplies +20%, growth +0.2%
Drain: units etc. +1 magic resistance, -2 research
Isn't drain 2 equal to -1 research? or this is a change included in your mod?
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  #4  
Old November 25th, 2009, 12:01 PM
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Default Re: Nosophoros - The Vampire Lords

It's a change in the mod.
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  #5  
Old November 23rd, 2009, 03:11 PM
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Default Re: Nosophoros - The Vampire Lords

If you are talking about rituals that have holy as mainpath, those have not beenworking since version 3.21. Casting one will always crash the game.
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Old November 24th, 2009, 01:12 PM

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Cool Re: Nosophoros - The Vampire Lords

To Thilock_Dominus: yes, the mod is working alone. And also working with conceptual balance mod:

./combineMods 2 CBcomplete_1.6.dm Nosophoros.dm result

I played 30 turns with no visible problem, except for the following:

Some undeads automagically created on the battlefield by black rose guards killing opponenets disappear. Latest battle report says undead beings 81, killed -33 but i only got extra 15, and total 110 (instead of 81+33=114). And sometimes the mismatch is more. Is this a bug or feature?
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  #7  
Old November 24th, 2009, 04:14 PM
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Default Re: Nosophoros - The Vampire Lords

The undead (souless) that is made by Black Rose kills should disappear (most of them) after the battle. But they count as killed when the battle is over. It's feature (or rather a game mechanism)

Note that Dark Summoner's Demonic Blood Spear and Vampire Beast bite (not its claw) do the same. As well if the soulless makes a kill will raise another soulless.

But the soulless are pretty weak to say at least.


You can check the nosophoros wiki (far from finished yet) for more unit features: http://dom3.servegame.com/wiki/Nosophoros
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  #8  
Old November 25th, 2009, 01:19 PM
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Default Re: Nosophoros - The Vampire Lords

oh, i liked thoes 40 free points
magic 2 then is research +2?
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  #9  
Old November 26th, 2009, 06:24 AM
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Default Re: Nosophoros - The Vampire Lords

Yes but -1 in Magic Resistance. But not advisable while playing undead. They need all MR they can get or it could turn very very ugly.

Death magic can easily make items which boost research points so it shouldn't be a problem.
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  #10  
Old November 26th, 2009, 06:32 AM
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Default Re: Nosophoros - The Vampire Lords

Yeah, yeah i just don't like drain.
The description sounds so depressing...
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