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  #81  
Old September 12th, 2008, 03:12 AM
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Default Re: Insectoids

The scarabs have #copystats 748 (Siege Engineer) so its a bug. I'll remove the copystats and add siege bonus. Should probably also report it as a bug.

Quote:
amos on those scarabs why are they leaders and why only summon 1?
The scarabs are leaders so that they are able to travel independently. You summon only one because they have (or should have) the high siege bonus of 25.
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  #82  
Old September 12th, 2008, 03:22 AM
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Default Re: Insectoids

I just checked and it works as intended with copystats. I have no idea why you didnt get the siege bonus. But its not a problem since we have the #siegebonus. So, I removed the copystats and uploaded the new version to the top of the thread.
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  #83  
Old September 12th, 2008, 05:13 AM

Aezeal Aezeal is offline
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Default Re: Insectoids

aw damn my error again (I should've know with your excellent mod record) and it made you do extra work, I'm sorry.

I was working on my mod (with your line in it) during my night shift (no game on hands)and I didn't see the copy stats just that there was no siegebonus.... so was probably already ok then.. I just hadn't though you'd copystats for a siegebonus either.. you implemented that before the mod command existed?? (I only mod way after the command existed I think so to me it seems like a hard way to go about getting a siegebonus)

anyway:

mea culpa
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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.
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  #84  
Old September 12th, 2008, 05:21 AM

Aezeal Aezeal is offline
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Default Re: Insectoids

aw damn my error again (I should've know with your excellent mod record) and it made you do extra work, I'm sorry.

I was working on my mod (with your line in it) during my night shift (no game on hands)and I didn't see the copy stats just that there was no siegebonus.... so was probably already ok then.. I just hadn't though you'd copystats for a siegebonus either.. you implemented that before the mod command existed?? (I only mod way after the command existed I think so to me it seems like a hard way to go about getting a siegebonus)

anyway:

mea culpa
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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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  #85  
Old September 12th, 2008, 12:04 PM
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Default Re: Insectoids

Quote:
aw damn my error again (I should've know with your excellent mod record) and it made you do extra work, I'm sorry.
Believe me I make a lot of mistakes. And I appreciate it when someone notices them (since its hard to determine what the moder has intended and what is or isn't an error). Ex. in my "Angelic Crusade" mod it took me about a year to notice that I've made a mistake with multihero command. So, thanks for reporting the mistake, whether it was one or not. Its not that much work to check a unit and if needed to fix it.

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I just hadn't though you'd copystats for a siegebonus either.. you implemented that before the mod command existed??
You are correct. I created the "Insectoid" mod before the command was available.
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  #86  
Old November 12th, 2008, 04:18 AM
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Default Re: Insectoids

Version 0.14

Added domkill 2 to the nation (no need to set Death scales).
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  #87  
Old November 27th, 2008, 04:32 AM

sirrak sirrak is offline
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Default Re: Insectoids

Question, is the male suppost to be a scout or a trooper that you need to cast Gift of Reason on to use it fully?
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  #88  
Old November 27th, 2008, 11:14 AM
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Default Re: Insectoids

You can use him in any way you like.
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  #89  
Old November 29th, 2008, 05:18 AM

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Default Re: Insectoids

I only ask because of what the discription says about them and they join as a troop unit.
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  #90  
Old November 29th, 2008, 01:01 PM
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Default Re: Insectoids

If you GoR them they become spies.
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