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  #31  
Old April 23rd, 2004, 06:56 AM

ddaavvee72 ddaavvee72 is offline
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Default Re: Fantasy Empires Mod Discussion

Hey all, I just loaded my empire and I chose the elves with the drow shipset. If anyone has already claimed this let me know and I will change it.
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  #32  
Old April 23rd, 2004, 03:50 PM
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Alneyan Alneyan is offline
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Default Re: Fantasy Empires Mod Discussion

I did choose to take this shipset at the beginning of the game, but I didn't confirm this choice later on, so. And I gather you joined the game before I did, so you should have the priority.

What are the other free shipsets for now?
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  #33  
Old April 23rd, 2004, 04:06 PM
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Default Re: Fantasy Empires Mod Discussion

I took Farseer, but I think there's one elf set left... or you could be Orcs or Undead... say, Elves/Orcs/Undead, do I detect a Warcraft 3 influence here?
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  #34  
Old April 23rd, 2004, 06:22 PM

spoon spoon is offline
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Default Re: Fantasy Empires Mod Discussion

Here's what we have so far:

Elves:
- Drow - Ddaavvee72
- Farseer - Ed Kolis
- Kelborn - Alneyan
Orcs:
- Bloodfist - OPEN
- Eyebiter - OPEN
- Iron Claw - Stryke
Undead:
- Demonlord - OPEN
- Fallen - Ragnarok-X
- Sorrow - OPEN

I'll play whatever race has the fewest members when we start.

edit: added Alneyan

[ April 23, 2004, 18:08: Message edited by: spoon ]
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  #35  
Old April 23rd, 2004, 06:49 PM

spoon spoon is offline
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Default Re: Fantasy Empires Mod Discussion

Stryke has been pouring over the data files, and has discovered some bugs (thanks Stryke!!!). A few minor ones, and a couple of major ones. Here is the list:

1) Cannot create ChaosSpawn (drones) (missing "bridge" component)
2) Temple of Light II should require Temple Construction 2 (currently is 1).
3) Mana Matrix III should require Mana Storage 3 (currently is 4)
4) Missing component -- Gargoyle Ward (this makes gargoyles (fighters) nigh invincible, which is bad!
5) Additionally, I want to add "Fighter" as an acceptable target for most spells and weapons.
6) Rune of Gargoyle Control II and III should each require Runecraft I (currently is 3 and 5). This is in addition to the Gargoyle Creation requirements (which are correct)
7) Unused Tech Area - Circle of Cancellation (need to delete it - it was replaced by Unsummon).

The major ones, in my mind, are bugs 1 and 4. The first makes it impossible to use Chaos Spawn (Drones). And the fourth makes gargoyles (fighters) unstoppable.

Our options are:
1) Go ahead and play anyway!
2) Fix the bugs first!

If we go with Option 1, we'll just exclude Drones and Fighters.

If we go with option 2, the game may be delayed (or maybe not -- it shouldn't take more than an hour or two to fix, but it might take some time to get it working on PBW (hopefully faster than Last time, though!)). Maybe a week delay?

Finally, the fix will come in a "patch" form, so you won't have to download the whole mod again, just a few data files (1 Meg, approx).

Opinions???

[ April 23, 2004, 20:32: Message edited by: spoon ]
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  #36  
Old April 23rd, 2004, 06:56 PM
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Alneyan Alneyan is offline
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Default Re: Fantasy Empires Mod Discussion

I will take the other Elven shipset then.

I would rather fix the mod before starting the game, to save future hassle. However, you wouldn't need to alter the Empire files, as long as neither the Culture file (I ought to check this one, since it may not be the case. *Curses faulty memory*) nor the Advanced Trait file are altered. These two invalidate any Empire file when they are altered, and likely the min/max/threshold in the settings. (Changing the costs for the actual characteristics do not invalidate Empires however) Unless it happens when you update a game which has yet to be started on PBW.
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  #37  
Old April 23rd, 2004, 07:07 PM

spoon spoon is offline
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Default Re: Fantasy Empires Mod Discussion

Quote:
Originally posted by Alneyan:
However, you wouldn't need to alter the Empire files, as long as neither the Culture file (I ought to check this one, since it may not be the case. *Curses faulty memory*) nor the Advanced Trait file are altered. These two invalidate any Empire file when they are altered, and likely the min/max/threshold in the settings.
Ok, cool... all the changes will be in components, facilities, and techArea -- so there's no need to redo the empires...
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  #38  
Old April 23rd, 2004, 08:19 PM
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Default Re: Fantasy Empires Mod Discussion

Quote:
Originally posted by spoon:

Our options are:
1) Go ahead and play anyway!
2) Fix the bugs first!

Opinions???
Fix it first, it really shouldnt take that long, maybe one hour or even two, but i prefer to play a working mod rather than a bugged one, even if the bugs are small and few.
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  #39  
Old April 23rd, 2004, 08:23 PM
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Default Re: Fantasy Empires Mod Discussion

Let's fix it, I like working mods too
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  #40  
Old April 24th, 2004, 01:19 AM

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Default Re: Fantasy Empires Mod Discussion

The Iron Claws are contempt to wait until they are unleashed. The axes will be sharpened even more and the soldiers will have some bloodlust after listening to the war drums for a bit longer.

Warlord Stryke
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