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March 6th, 2009, 03:29 PM
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Major General
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Re: ChrisCBM1.482
I think it'd need to be something like Blood 4-5 to be a serious discouragement. B2 is fairly common for Blood nations, and forging 2 boosters isn't a serious cost. At B4, the cost would be 41 gems for the first 13 bone fiends (2x boosters, hammer), and then 3 for every 13 thereafter.
How about getting something like 8 fiends for 3 gems?
Maybe drop the MR on the bone fiends, to weaken them against banish?
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March 6th, 2009, 03:56 PM
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Re: ChrisCBM1.482
I think they have too many hit points to make the MR change effective.
CBM lowered the hp for skels etc to 4 (from 5) as I recall for the same balance reasons. Fiends (from memory ) are up in the 13-19 point range - so they will generally take 2-3 banishes connecting to destroy them. Which is probably 4-5 after you take into effect missing.
Perhaps 6 bone fiends for 3 slaves. The balance comes in that there are so many demands for mictlans commanders time.
I like the number 6 as well.. seems themeatic.
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March 6th, 2009, 11:16 PM
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Re: ChrisCBM1.482
Llama, Qm.
I have started modularizing this. But I run into a problem, I don't know the answers to.
I have a bunch of changes grouped into what I call CBMChanges.dm
However, is there anyway to make sure it gets applied.
In other words, suppose
CBM.dm
#select... Scorpion King
#descr "This hsa a tpyo"
#gcost 10
#end
CBMfix.dm
#descr "This has a typo"
#gcost 15
#end
Does this work...? Isn't it fairly subject to load order? And how would dominions determine?
Idea: Lch has written a module that reports on module numbers. Is there any way someone could make a .dm patcher or compiler?
What the compiler would do is assemble one .dm file from several components. So for example, if you wanted to use CBM with my ABM[Age] - the compiler would have you load the first module, and then apply the patches to make a CBM+Age.dm.
Last edited by chrispedersen; March 6th, 2009 at 11:37 PM..
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March 6th, 2009, 11:36 PM
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General
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Re: ChrisCBM1.482
As llama already wrote a couple of pages back, no, the loading sequence of mods isn't going to be enforceable by you. I'd suppose that it depends on the file system which mod gets loaded first, depending on its inode or file creation timestamp.
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March 7th, 2009, 07:22 AM
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Re: ChrisCBM1.482
The load order is decided by the order the mods are enabled in preferences though, so if you tell people clearly that should work.
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March 7th, 2009, 10:01 AM
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National Security Advisor
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Re: ChrisCBM1.482
Quote:
Originally Posted by Sombre
The load order is decided by the order the mods are enabled in preferences
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This order is pretty obscure, though. It can be really difficult to change if the order is wrong. IIRC, when I tested it I had to move all .dm files away from the /mods/, then put in the mod I wanted to make first, and then put the mods back.
It might be easier to ensure that your mod is loaded last, but I have never tried that.
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March 7th, 2009, 11:26 AM
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Re: ChrisCBM1.482
I thought it was simple,.. the order you actually click to enable them is the order they are loaded.
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March 7th, 2009, 04:26 PM
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Lieutenant General
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Re: ChrisCBM1.482
And this thread is sill titled ChrisCBM, not ABM.
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March 10th, 2009, 03:25 PM
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Re: ChrisCBM1.482
Quote:
Originally Posted by chrispedersen
Llama, Qm.
I have started modularizing this. But I run into a problem, I don't know the answers to.
I have a bunch of changes grouped into what I call CBMChanges.dm
However, is there anyway to make sure it gets applied.
...snipped...
What the compiler would do is assemble one .dm file from several components. So for example, if you wanted to use CBM with my ABM[Age] - the compiler would have you load the first module, and then apply the patches to make a CBM+Age.dm.
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I'm posting in this thread to answer your question in this one.
Yes, DMG will do what you want here because it can put multiple mods together as one and the order which you add .dm files to the mod is the order they end up in the mod. It is not well tested yet so it may take additional work to ensure it does everything correctly.
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