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  #21  
Old September 21st, 2007, 12:46 AM

DireAussie DireAussie is offline
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Default Re: Play-test

I tried this nation today but commanders dont cast holy spells even when scripted - to see this start a new game and use the first commander to attack and script him to bless himself. He wont do it.
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  #22  
Old September 21st, 2007, 05:21 AM

Sombre Sombre is offline
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Default Re: Play-test

That sounds like it might be a result of bless not working properly on undead, unless the nation has a hidden #undeadnation or #unholy tag, which Sanguinia doesn't.

There's a hotfix available in the Black Tome of thingjig mod, made by Dr P.
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  #23  
Old September 29th, 2007, 04:45 PM

seej seej is offline
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Default Re: Play-test

So it was intentional that this nation shouldn't be able to bless?
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  #24  
Old September 29th, 2007, 04:48 PM
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Burnsaber Burnsaber is offline
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Default Re: Play-test

Quote:
seej said:
So it was intentional that this nation shouldn't be able to bless?
No it's not. There's a bug which prevents undead from being blessed, it should be fixed in the next patch. Until we get the new patch, Download the hotfix http://www.shrapnelcommunity.com/thr...&Number=500877
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.

If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.
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  #25  
Old January 17th, 2009, 03:44 PM

Trumanator Trumanator is offline
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Default Re: New Nation: Sanguinia (Update v1.1)

I just downloaded this, and it seems like I have a very odd bug where I have all the Bogarus unique spells, but no other overlap. Also, this nation does have its own uniques right? I couldn't find any at all.
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  #26  
Old January 17th, 2009, 04:28 PM

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

I'm not sure what you mean by uniques. Nothing in the mod uses the unique tag.

The bug is that sanguinia uses the same nation number as Bogarus, since it was made well before Bogarus came out. It's easy to fix.
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  #27  
Old January 17th, 2009, 06:52 PM

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

Well I was just a little surprised that the nation didn't have any of it's own spells. If it had the same number wouldn't it have the Bogarus recruitables too? Thats what was puzzling to me, I got all the spells but none of the recruits.
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  #28  
Old January 17th, 2009, 07:20 PM

Aezeal Aezeal is offline
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Default Re: New Nation: Sanguinia (Update v1.1)

no the game places bogarus and give that nation number all those spells, the mod probably clear the nations recruits etc but unless a spell is specifically names and then switched off they will still be there.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #29  
Old January 17th, 2009, 08:24 PM

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

And no, Sanguinia doesn't come with any spells. They weren't a working feature when the mod was made.
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  #30  
Old January 17th, 2009, 08:26 PM

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

My bad then, thanks.
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