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  #21  
Old November 14th, 2006, 07:04 PM
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Default Re: New Nation: Teutanion (Update v1.1)

Amos, np, thanks for being so helpful!
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  #22  
Old December 29th, 2006, 11:20 PM
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Default Re: New Nation: Teutanion (Update v1.1)

I think this is a wonderful mod. The graphics are excellent, and I like the low-magic hard-headed theme.

Some specific issues:

* The Light Cavalry is broken, because it uses a light lance AND a broadsword, but the light lance is NOT a once-only weapon like the Lance, so they are unintentionally trying to attack with both at the same time throughout the battle, leading to two attacks at skill 5! They should either lose the sword, or use a Lance and sword.

* Halberdier defense skill of 12 is something of a waste of a high skill, since their equipment ruins their defense ability. I'd suggest giving them Strength 11 and Defense 10.
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  #23  
Old January 7th, 2007, 10:30 PM
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Default Re: New Nation: Teutanion (Update v1.1)

I'm attaching my modified DM file, which fixes the light cavalry equipment (still light lance but now no sword at the same time...), and adjusts the halberdier skill (defense 12->10, attack 11->12, strength 10->11).

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File Type: zip 485306-teutanion.zip (6.9 KB, 111 views)
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  #24  
Old January 7th, 2007, 11:41 PM

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Default Re: New Nation: Teutanion (Update v1.1)

In the banners in your zip file, Teutanion seems to be spelt Tuetanion.
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  #25  
Old January 8th, 2007, 03:02 AM
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Default Re: New Nation: Teutanion (Update v1.1)

Thanks for the work PvK! I'll roll your changes into the .dm file posted at the top of the thread.

How about that... I never noticed. Thanks llamabeast.
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