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  #61  
Old March 3rd, 2004, 01:42 AM
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Uh-Nu-Buh Uh-Nu-Buh is offline
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Default Re: Black Company Mod

I will change the name of the Mod filename to reflect the Version, starting with the next upload. The next Version should be 1.0 (e.g. blackempirev1.zip). It should have compliant graphics, a mobile infantry unit, working national spells, and whatever changes people convince me need making.

It was mentioned a while back that the Mod could use a cheap militia type unit. That if the Black Infantry had it's javelins taken away and some lesser armor it would be extremely cheap and imitate the masses of faceless foreign and local troops that die in all the battles in the books. I thought about this, and decided that these foreign and local militia are already a part of the game via the independant militia and lt infantry that are available almost immediately from most conquered provinces. It struck me as redundant to add them.... I didn't want you to think I was ignoring the idea. I really did think about it. Thanks!
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  #62  
Old May 11th, 2004, 08:46 AM

liga liga is offline
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Default Re: Black Company Mod

Is that mod still downloadable ? Which name ?

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  #63  
Old May 11th, 2004, 03:29 PM

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Default Re: Black Company Mod

might be kinda late now, but the second generation taken (i.e. whisper) could have been an option, they'd fill the gap between goblin/one eye/silent and the real taken. Don't forget the Shadowmasters too. All this Black Company talk brings a tear to my eye. For all you D&D players, the Black Company campaign world is set to be released this fall, I think by Green Ronin Games.

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  #64  
Old May 11th, 2004, 04:55 PM

Cheezeninja Cheezeninja is offline
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Default Re: Black Company Mod

hrmmm... how do you make more national heroes without simply replacing other ones? I can't find a tag that makes a unit a national hero, are you just using nations that have alot of hero's due to special dominions?
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