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  #21  
Old June 15th, 2007, 12:38 PM

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Default Re: New Nation: Sylvania (Elves, son!)

They have nature magic, don't they? So they get some healing spells. All the elves have rejuv anyway, so not like you really need healers.
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  #22  
Old June 16th, 2007, 12:48 PM
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Default Re: New Nation: Sylvania (Elves, son!)


Yes, but the description makes them sound like they can heal wounds, rather like Arco's priestesses. Very handy for non-elf troops, and most of all, the pretender.
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  #23  
Old June 17th, 2007, 06:55 PM
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Default Re: New Nation: Sylvania- bugs

As posted in the modded nations game thread - Sylvania's Phoenix Guard still has a Fist for a weapon, instead of the golden bardiche they're supposed to have. Likewise, the Enchantress, Loremaster, and Priestess only have fists for weapons, which might be by design, but seems unlikely (as they probably should at least have a knife, eldar dagger, something).

In addition, the lance Glade Rider doesn't have a sword like it should, only Light Lance and Hoof - should presumably have an Eldar Blade as well.
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  #24  
Old June 17th, 2007, 09:03 PM
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Default Re: New Nation: Sylvania- bugs

Bug isn't in Sylvania, it's in the combination nations mod.
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  #25  
Old June 18th, 2007, 09:00 AM
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Default Re: New Nation: Sylvania- bugs

Quote:
Cainehill said:
Bug isn't in Sylvania, it's in the combination nations mod.
Then maybe it comes from the CB 1.1 mod? Or from the CBM version of Sylvania? Because all I did was copy and paste all of the mods together, and when I created the preliminary version I checked for overlapping ID numbers and there were none.
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  #26  
Old June 18th, 2007, 09:17 AM

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Default Re: New Nation: Sylvania- bugs

Apparently there was a conflict between a weapon in CBM Kharamdzu and a weapon in CBM Sylvania.

I posted about how to fix it in the CBM nations thread.
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  #27  
Old July 6th, 2007, 08:40 AM
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Default Re: New Nation: Sylvania (Elves, son!)

Zepath, this mod is beautifull, but I find it a bit overpowered. They got powerfull mages,an almost perfect army, sailing... I think the four variety of aspect archers is too much, one would have been enougth. As it is now, you've got no way to escape their firepower !

It is however a great mod, even if you shouldn't have mixed high elves and sylvan elves, 'cause it gives them too much strategic flexibility.Can someone tell me what is their flaw ?
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  #28  
Old July 6th, 2007, 09:03 AM
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Default Re: New Nation: Sylvania (Elves, son!)

Humakt, if you think that this nation is "overpowered" then maybe you could try out Sombre's CBM version. We are currently having a game with 7 CBM variants from mod nations to see how they compare against each other. One position would be open to a replacement player (Zepath's Kharam Dzu mod) - would you like to take over those, maybe?
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  #29  
Old July 6th, 2007, 09:33 AM
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Default Re: New Nation: Sylvania (Elves, son!)

What's CBM ?
I am a bit young as a player to compete with the oldest players ( in term of experience).I like Kharam Dzu, and tested it, and it seemed to me they have more weakness than Sylvania, they are slow,mostly unarmored, and get trampled by packs 'cause they are small.
But maybe it is my Ork blood that makes me criticize...
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  #30  
Old July 6th, 2007, 09:55 AM
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Default Re: New Nation: Sylvania (Elves, son!)

Conceptual Balance is an extensive mod that has managed to achieve better balance, but which changes the game in many ways. I haven't bothered getting used to it myself, because I don't play much MP.

CBM version or CBM variants are mods balanced to work with Conceptual Balance, instead of the vanilla game.
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