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  #61  
Old January 26th, 2010, 02:19 PM

Tollund Tollund is offline
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Default Re: Blood Red (closed - setting up)

Yah. I'm not worried about it just wanted to let you know what I saw that might be messed up.
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  #62  
Old January 26th, 2010, 02:25 PM

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Default Re: Blood Red (closed - setting up)

If someone (or several) would play this in SP to turn 40+ I'm ready to declare this mod go.
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  #63  
Old January 26th, 2010, 02:58 PM

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Default Re: Blood Red (closed - setting up)

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Originally Posted by pyg View Post
Thanks, but this seems to be quirk from CBM (line 7809) which does something to Champion of the Horn and then #restrictedgod 79 which happens to be the Ogres nation number in this mod. Is this in CBM for a mod nation, because 79 is not a default nation. grep says this is the only #restrictedgod in CBM as well. I can fix this easily for the game by removing this line from the mod or renumbering the nations, but I won't submit another mod just for this change.
It's just qm moving the hornblower to an unused nation slot. Because he copystatted a pretender to get the summon lionsin battle effect, if it isn't restricted it turns up for everyone.
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  #64  
Old January 26th, 2010, 06:56 PM
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Default Re: Blood Red (closed - setting up)

Oooh, Nehekara's guys aren't undead...which is a bit critical!
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  #65  
Old January 26th, 2010, 06:57 PM

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Default Re: Blood Red (closed - setting up)

lol, that is something which you want to take note of. The troops are undead though.
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  #66  
Old January 26th, 2010, 07:05 PM
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Default Re: Blood Red (closed - setting up)

No- I mean there is a bug in the mod bundle...none of the troops are undead!
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  #67  
Old January 26th, 2010, 07:06 PM

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Default Re: Blood Red (closed - setting up)

Well thats not right :O
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  #68  
Old January 26th, 2010, 09:44 PM

pyg pyg is offline
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Default Re: Blood Red (closed - setting up)

Thanks everyone for finding all these bugs. I'm sorry it's taking so long. On the up side, I hope to release a tool in the future capable of putting together arbitrary mods and resolving all compatibility issues. This is a rather complex task and in this mod requires the modification of 1452 lines (5% of the mod). Anyway, here is another version that I swear is perfect .
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File Type: zip bloodred.zip (1.25 MB, 119 views)
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  #69  
Old January 26th, 2010, 09:52 PM

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Default Re: Blood Red (closed - setting up)

Just out of curiosity, how is this better than Llama's script?
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  #70  
Old January 27th, 2010, 12:06 AM

pyg pyg is offline
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Default Re: Blood Red (closed - setting up)

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Originally Posted by Trumanator View Post
Just out of curiosity, how is this better than Llama's script?
Well DMG isn't solely a script for combining mods. That's just one of the things it can do. Functionally, I don't know that it is a lot better at this point. I cribbed heavily from his script to see all the things I needed to do. It sounds like he still has some bugs in his script as well. I think my regular expression kung-fu is better (~80 lines -vs- ~900). I've also added some features like packing all the sprites, rolling arbitrary .dm, etc. I guess to assess their qualities you could try and do this mod with combineMods and compare them. Anyway, I didn't set out to rewrite his script.
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