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  #581  
Old April 12th, 2009, 04:09 AM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma

and for the rest a lot of old ones?
hmmm need to make more then I guess
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  #582  
Old April 12th, 2009, 08:37 AM

rdonj rdonj is offline
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Default Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma

Yeah, pretty much. I didn't explore a huge amount of the map yet in that game, dominions has lots of sites though so it would take quite a few to really make a noticable impact on what sites you discover.
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  #583  
Old April 13th, 2009, 03:55 AM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma

I think I mostly expect new ones is space since I removed a lot of forest special sites. My intention was that in space there will be no forests so I removed those and put a few new ones is.
So less old ones and more new ones there... hoped that would've done it.
Guess we'll need more sites then.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #584  
Old April 13th, 2009, 04:38 AM

llamabeast llamabeast is offline
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Default Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma

Maybe you should just remove all the vanilla ones?
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  #585  
Old April 13th, 2009, 05:30 AM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma

That would certainly be an option..
I've not done that since
- plenty of the vanilla ones could be on planets (natural stuff always fits), even most recruitments wouldn't neccesary be a problem, just not usefull, only forests in space would somewhat annoy me
- it's a HELL of a job
- it would be a BORING HELL of a job
- I could probably never get that much sites back.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #586  
Old April 15th, 2009, 03:45 PM

Lungfish Lungfish is offline
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Default Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma

Hey, I tried to install this mod, but the game error messages me and says that this mod has too many sprites. What do I do?
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  #587  
Old April 15th, 2009, 03:52 PM

llamabeast llamabeast is offline
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Default Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma

Is there a list of sites in Edi's DB or anything? If so it would be very easy for me to write a script to make a mod to get rid of them all (if you gave me an example for a single one). Let me know if that would be helpful.

Everyone should learn Perl. That's my statement of the day.
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  #588  
Old April 15th, 2009, 04:01 PM

Lungfish Lungfish is offline
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Default Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma

Huh?
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  #589  
Old April 15th, 2009, 04:25 PM

rdonj rdonj is offline
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Default Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma

Sprites, llama. Sprites. That said I'm not sure why you're having that problem unless maybe you are playing an older version of dominions? If you haven't downloaded the latest patch, do that and install it, then try again. If that's not the problem then I have no idea how to help you....
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  #590  
Old April 15th, 2009, 04:45 PM

llamabeast llamabeast is offline
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Default Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma

Sorry Lungfish, I was answering Aezeal's last post. Didn't mean to be confusing.

I don't know why you'd get that bug. I haven't actually done any modding for a fair while now (though I am looking forward to getting back to it).
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