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  #71  
Old March 13th, 2010, 09:37 AM

pyg pyg is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Quote:
Originally Posted by Zeldor View Post
llamabeast:

I hope you release fixed version compatible with CBM soon, so we can test it in MP
Here is a quick fix for CBM compatibility (#newweapons are 800-813). Please use llamabeasts's official version in the first post after he fixes it.
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  #72  
Old March 16th, 2010, 06:57 PM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Hello everyone!

Apologies for my silence - real life suddenly got busy again! I will probably not have time for an update for a week or two (which is ridiculous as it would only take an hour, but there we are). When I do I will post some extensive reaction to comments here, modify some summoning costs and replicate pyg's CBM fix (thanks for that by the way).

Thanks very much for the feedback, it will be very helpful. LDiCesare, your comment about actually getting the different units fighting each other was great - if anyone else has similar experiences they would be really helpful. In fact any comments will be helpful, and certainly very carefully read (quiet as I have been, I've read this thread through several times - I often read it on my sparkly new iPhone, from which I can not face typing replies).
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  #73  
Old March 17th, 2010, 11:12 PM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

The monster slots seem to heavily overlap with the Avernum mod (unless I edited it earlier not to overlap with something else

What we need is some public table for extension modders, tracking the availability of slot resources so the mods would eventually be compatible without extensive editing on end user's part.
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  #74  
Old March 17th, 2010, 11:20 PM

Frozen Lama Frozen Lama is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

See Gregstrom's mod compatibility index. he's put a lot of work into that kind of thing.
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  #75  
Old March 17th, 2010, 11:39 PM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Something like that, yes, but going from numbers rather than mods (i.e. something for modders to guide themselves by rather than for end users). Like, #newmonster table: 2500 - free, 2501 - free, 2502 - taken by mod X, 2503 - taken by mod X AND mod Y, etc.
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  #76  
Old March 18th, 2010, 03:36 AM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Feel free to take a good look at the Compatibility Index and start typing, then.
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  #77  
Old March 18th, 2010, 06:35 AM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

I have a spreadsheet that does that for my own mods and some others.
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  #78  
Old March 18th, 2010, 09:55 PM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

1) The Ember Lord is too big. His image causes the selection target to be way too big when you try to select him from a bunch of commanders.

2) I don't know if it's a conflict or a bug: I put as many EA races as possible on a large map (SP game)--and one of my opponents was named "Endgame Diversity Mod". I never saw him, though--he was dead before I got there.
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  #79  
Old March 19th, 2010, 03:29 AM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

2) is no bug - it's described in the OP.
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  #80  
Old March 20th, 2010, 11:50 AM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

While playing with this mod I noticed that Heavy Calvary and Knights have been given a Shishi claw attack. This was in a MA game im running. The Shishi claw is dam 2 X2 vs demons with 2 attacks and counts as magical.
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