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  #31  
Old June 19th, 2009, 09:25 AM

llamabeast llamabeast is offline
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Default Re: Holy War 0.8 - Minor update

Nice, sounds good.
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  #32  
Old July 6th, 2009, 04:45 PM
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Default Re: Holy War 0.8 - Minor update

Sauro still has a pretty much useless H1 non-mage priest. Is this intentional?
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  #33  
Old July 7th, 2009, 05:20 AM
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Default Re: Holy War 0.8 - Minor update

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Sauro still has a pretty much useless H1 non-mage priest. Is this intentional?
No. I checked it and apparently managed to miss it. I'll fix it for the next version.
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  #34  
Old July 7th, 2009, 08:30 AM

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Default Re: Holy War 0.8 - Minor update

Can you believe I've never tried this mod? It looks fun, though it seems like it would require a lot of testing. I agree with llama that the graphics are nice and I like a lot of the concepts therein.

Good stuff.
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  #35  
Old July 7th, 2009, 12:32 PM
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Default Re: Holy War 0.8 - Minor update

Quote:
Originally Posted by Sombre View Post
Can you believe I've never tried this mod?
I actually can. If I recall correctly, you weren't that hot on the idea in the pre-development discussion thread (but I had pretty.. grandiose ideas* back then.)

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It looks fun, though it seems like it would require a lot of testing.
Well, testing is going as we speak, in 2 mod games. One thing that especially needs testing is the amount of the holy sites. around 8-10% of total sites is my goal and I reached that in two tests. But if it needs tonong down, it's pretty easy (I'll just make more sites unique)

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I agree with llama that the graphics are nice and I like a lot of the concepts therein.
Good stuff.
Thanks.

* Like 8 late game holy summons inspired on the biblical angels of the apocalypse.
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  #36  
Old July 7th, 2009, 01:11 PM

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Default Re: Holy War 0.8 - Minor update

I haven't used any special site mods so far and I've been a bit wary of doing so, because they sort of lurk behind the scenes and it could be you find you don't like them quite deep into a game (or several) when they start turning up.

I know there's this and Endo's magic site mod. It would be nice if they were compatible and, more importantly, there was an assurance as to the quality.

I will be trying this mod out tonight though, just in a nice vanilla SP game (well, with cbm/S+S too as usual).
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  #37  
Old July 7th, 2009, 01:30 PM
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Default Re: Holy War 0.8 - Minor update

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Originally Posted by Sombre View Post
I know there's this and Endo's magic site mod. It would be nice if they were compatible and, more importantly, there was an assurance as to the quality.
The mod is 100% compactible with Endoz site mod. I was especially careful about that. CBM too, of course. And S&S couldn't possibly clash with anything (which is just one of the reasons on why it is so awesome).
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  #38  
Old July 7th, 2009, 01:51 PM

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Default Re: Holy War 0.8 - Minor update

All the sites I've seen in this mod so far have been very nice. I haven't checked the dm though.

In Endo's mod all the ones I've seen have also been very nice. Very much in KO's style, which is great. Inspection of the tga files revealed a couple of odd looking beasties I might be inclined to remove if I packaged the mod into a larger mod though. Just a couple, mind. I think they are HoneyBadger's, and I think me and HB have different graphical tastes.
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  #39  
Old July 7th, 2009, 02:34 PM

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Default Re: Holy War 0.8 - Minor update

Just want to say that this mod makes playing Ctis MUCH more entertaining. Being able to expand with your prophet and Lizard Kings casting chastise means that your armies are essentially self-sustaning, and you even pick up indy commanders to ferry reinforcments! I would imagine though that it could be a little weird when combined with a nation that has a lot of holy national spells, like LA Ctis or MA/LA Ermor...
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  #40  
Old July 7th, 2009, 06:17 PM
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Default Re: Holy War 0.8 - Minor update

I have to say that in my (probably more limited than it should be) pre-game testing I've seen quite a lot of holy sites turn up - maybe 1 per 3 provinces. That may not be representative, of course.

Given the lack of recruitable indy priests, this probably isn't too bad. It probably reduces overall gem income a little, but I quite like it anyway. The recruits are interesting and occasionally cool, and the added flavour is great. Some sites are good enough to influence fort placement, I think.
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