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  #21  
Old March 17th, 2005, 02:04 PM
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Default Re: Persian Empire Mod: A few notes

Quote:
Verjigorm said:
Many other changes made to numbers, costs, etc. See the initial post for an updated version and notes.
Please remember to change the version number in the .dm file when you update the mod. I took the liberty of bumping it to v0.2 on the copy I uploaded to the downloads page on my site. Also, you might want to consider changing the name of the mod to match your new banner.
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  #22  
Old March 17th, 2005, 04:58 PM
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Default Re: Persian Empire Mod: A few notes

Oops.

Quantum >> I checked the ResearchPenalty feature at -6 with a Magic-3 scale--The Sha'ir still has 1rp, so what I think is probably happening is that the game figures the total research points (e.g. Books (1) + Magic Scale (3) + Research Bonus (-6) = -2 and then applies a minimum rp of 1 yielding 1. I also checked him with 2 books--he still gets 1rp.
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  #23  
Old March 17th, 2005, 06:16 PM
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Default Re: Persian Empire Mod (Updated)

Played a bit with the mod.
I think it has a lot of character.
I really like it.
...
Just wanted to say thanks for a great mod
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  #24  
Old September 2nd, 2006, 03:05 PM

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Default Re: Persian Empire Mod: A few notes

Verjigorm im making a spartan mod would you mind if i borrow some of your units and/or edited them for my purpose ?
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  #25  
Old September 12th, 2006, 08:53 PM
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Default Re: Persian Empire Mod: A few notes

Just tried this out, I like the mod, very interesting (and I totally dig the zoroasterian aspect of it.) The mages are a little costly for my tastes - for what they can do. (only the 425 gold mages get magic high enough to throw impressive evocations, and then only if you are lucky) The Cavalry are beautiful, I love that they become infantry when the horse is killed. makes them worth-while.

I really like the sacreds and what have you as well - I like what they become.

Raterik's name doesn't match his description.

I can't tell if they are overpowered, it certainly "feels" that way to me, but I'm not sure why.
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