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  #11  
Old August 22nd, 2008, 12:55 PM
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Kristoffer O Kristoffer O is offline
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Default Re: Dominions Rogue

Of course it is not redundant. Now you can manually control your battles

Edit: ANd your supercombattant will never flee (unless Omni has included a rout mechanic)
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  #12  
Old August 22nd, 2008, 03:23 PM

Omnirizon Omnirizon is offline
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Default Re: Dominions Rogue

Quote:
Originally Posted by Kristoffer O View Post
Of course it is not redundant. Now you can manually control your battles

Edit: ANd your supercombattant will never flee (unless Omni has included a rout mechanic)
that's lined up for future releases

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  #13  
Old August 22nd, 2008, 03:33 PM
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Default Re: Dominions Rogue

Thank you for the helpful instructions. Got it to work

*Very* nice.
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  #14  
Old August 22nd, 2008, 03:46 PM

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Default Re: Dominions Rogue

I am WAY impressed!
I am never ceasing to be amazed by the skill levels here.
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  #15  
Old August 22nd, 2008, 03:55 PM
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Default Re: Dominions Rogue

Hmm, something is not working properly. More specifically my vista or winzip or something. I can't unzip the dominions.zip file. It complains over encryption and stuff. Anyone got a clue?
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  #16  
Old August 22nd, 2008, 04:07 PM
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Default Re: Dominions Rogue

Hmm, I was stupid.

Now i encounter an eror when installing the module. Error in lua_call while calling 'select_module_scren' from call_lua
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  #17  
Old August 22nd, 2008, 05:48 PM

Omnirizon Omnirizon is offline
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Default Re: Dominions Rogue

KO,

are you trying to install the module using the option from inside the game?
I think it is option "'c' - install module".

if this is the case, then what you are doing is downloading the module from tome's website, where I uploaded it. if you've taken the file from this post, then you already have that file. i got the same error you are getting when i tried to 'test download' the file from tome's site. i think it occurs because the file being downloaded already exists on the computer; but that's just a guess.

all you should have to do is take the file from this post, and unzip it to the games/modules/ subdirectory.

you could also try just removing the zip file from this post from your computer, and THEN try downloading the module from tome's site, via the ingame feature. but for me that option always placed the module in the wrong place on my computer (probably because i'm on a mac).

Last edited by Omnirizon; August 22nd, 2008 at 05:51 PM..
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  #18  
Old August 22nd, 2008, 07:20 PM

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Default Re: Dominions Rogue

newest release.

nothing special here unless you are interested in the code.

i've cleaned up monster code BIG time, and now it is working properly. before, they were doing way too much damage due to some modifiers to damage that were hiding somewhere, left-over from the way tome/angband or whatever used to calculate damage.

tome is a study in obsfucation and superfluity. I've removed tons of useless crap that served no purpose but to make the code difficult to read (for example, assigning a value to a variable, then assigning that variable to anther variable, and that to another variable, when the original value could have simply been called by its own name all along. or calculating damage inside of a function outside of the original function and then not commenting that this is where damage is calculated. this is why the monsters were doing so much damage)

so if you were dying too easily, that's why

notice that this attachment is actually smaller than the last, this is where I removed all that useless crap from the monster combat code.
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File Type: zip dominions.zip (107.1 KB, 142 views)
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  #19  
Old August 22nd, 2008, 07:44 PM

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Default Re: Dominions Rogue

well.. I killed a few l's ... got a few levels.. but there is no way I'm beating that necromancer...
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  #20  
Old August 22nd, 2008, 10:26 PM

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Default Re: Dominions Rogue

levels don't do anything yet because it is still being decided what they should do.

try using a white_vanara and spamming starfires on him, then running from his summoned longdead.

note that the two effects of starfires does happen, but multitarget isn't working yet, so they both must target the same unit.
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