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  #61  
Old February 16th, 2004, 08:48 PM

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Default Re: patch 2.08 is out

My only question right now is: Is there going to be a quickfix for Utgard? (who enjoy their new Abysian Units). (Within the week or so, not today)

If not. Can you mod specific themes as of right now or is it still limited to only the base theme.

[ February 16, 2004, 18:53: Message edited by: Zen ]
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  #62  
Old February 16th, 2004, 08:49 PM
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Default Re: patch 2.08 is out

Quote:
Originally posted by SalsaDoom:
I'm with PhilD.. the link to the Linux patch is dead! Whats up with this? Anyone know an alternative download link? Illwinter?

Damnit, I wish companies would host their own damn patches.... ;(

--SD
Unfortunately, Illwinter doesn't seem to host their own patches. I tried...
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  #63  
Old February 16th, 2004, 08:52 PM
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Default Re: patch 2.08 is out

We might have jumped in too quick. I havent seen any official post saying that the patch was out.

[ February 16, 2004, 18:53: Message edited by: Gandalf Parker ]
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  #64  
Old February 16th, 2004, 08:54 PM
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Default Re: patch 2.08 is out

Quote:
Originally posted by Gandalf Parker:
We might have jumped in too quick. I havent seen any official post saying that the patch was out.
Check the Shrapnel home page... or the Illwinter site, for that matter.

Only, it isn't out for everybody
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  #65  
Old February 16th, 2004, 08:57 PM

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Default Re: patch 2.08 is out

This patch seems to be off to a rather rocky start. So far, I've had run into the following:

1. Game vomits up an "SDL Parachute Deployed" error in stderr.txt when I try to play a turn: It occurs most frequently after I have hit Host to go to the next turn: Restarting the game entirely often clears the problem and allows me to play, even though I have changed nothing else. The bug manifests often, but with no guaranteed consistency: Sometimes it will occur even after a game restart, sometimes not.

2. Games with more than one nation designated as human controlled sometimes hang on turn generation: Once again, no consistency: Sometimes it hangs, sometimes it proceeds.

Has anyone else observed this behavior?

For a patch, this seems to have broken more than it's fixed....
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  #66  
Old February 16th, 2004, 08:58 PM

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Default Re: patch 2.08 is out

Anybody played around with the new theme yet?
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  #67  
Old February 16th, 2004, 09:01 PM
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Default Re: patch 2.08 is out

Here's a temporary link for the linux and os x patches. I don't know why the Shrapnel one didn't work.

* Edit: It's working again. No more temporary links.
http://www.shrapnelgames.com/Illwinter/d2/6.htm

[ February 16, 2004, 19:17: Message edited by: Johan K ]
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  #68  
Old February 16th, 2004, 09:04 PM
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Default Re: patch 2.08 is out

The patches from our site should work now.
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  #69  
Old February 16th, 2004, 10:04 PM
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Default Re: patch 2.08 is out

Woah, that was quick. I -just- posted that little complaint ;P Yup, and sure enough its a good link now.

Thanks for being on the case so fast!

--SD
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  #70  
Old February 16th, 2004, 10:32 PM
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Default Re: patch 2.08 is out

Quote:
Originally posted by SurvivalistMerc:
NT Jedi,

Did you ever play AD&D? Paralyzation effects effectively Lasted the entire battle in that game and, if memory serves, often had to be countered by a remove paralysis spell or some such.

I don't view paralyze's Lasting the entire battle as objectionable and in fact like this as a counter to supercombatants. Everything ought to have a counter.

There is a serious problem with paralyzation Lasting the entire battle. I will describe why:


I had one of those supercombatants which was paralyzed during battle and surrounded. Well the units which surrounded him were doing hardly any damage and my supercombatant was regenerating what little scratches were being done. Then the battle was Lasting so long... my remaining units fled... except for the supercombatant who was paralzyed. Eventually most the defenders that surrounded my supercombatant fled too because the game has units retreat after a certain period of time.
THE PROBLEM:
A few of the defenders could not flee because my paralyzed supercombatant was standing in their way. Only a few spirits and a longdead which continued to add paralyzation. Once in a blue moon they could scratch him but he would easily regenerate. Another 20 turns went by... then the game just killed him. THUS he died because every battle has a certain amount of time until all remaining attackers are just killed.

what killed him:
He died because the battle exceeded the maximum time limit. That's just wrong.

Either he should have been set free from paralyzation so he could flee off the battlefield OR he should have been automatically kicked into one of my friendly provinces.
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