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  #41  
Old June 24th, 2008, 04:28 PM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

Next patch, it's probably spells.
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  #42  
Old June 25th, 2008, 01:23 PM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

Quote:
HoneyBadger said:
Sorry, I'd download it happily, but I don't have a proper computer to download it to. It looks really interesting though, and I'm glad that China's getting more representation-China's legends and myths are an awfully big subject for just one set of nations-even a Dev set.
It is now a Zip file. Just for you.
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  #43  
Old June 25th, 2008, 04:00 PM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

But I still can't download anything, that's the problem it's a work computer.
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  #44  
Old June 25th, 2008, 06:19 PM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

I see, maybe I can hire you and let you play in the company computer. I'll pay you 5.15 an hour to play with me.
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  #45  
Old June 25th, 2008, 08:40 PM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

I'd take it, too, providing your company happens to be within walking distance of my house, and I could work on my current days off.
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  #46  
Old June 26th, 2008, 01:26 PM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

Quote:
Sombre said:
ID number conflicts are easily resolved.

That isn't the real limiting factor on mods. That would currently be the vanishing magic paths bug. Last patch it was the descriptions, before that it was sprites,...

You get the idea.
You are correct, but because I had to bastardize many of the mods to get rid of conflicts, I no longer can rely on the unit/weapon/spell numbers the mod developer listed. Last time I tried to sneak one in without comparing id numbers, Tomb Kings I believe, I was able to recruit some sort of skelton scorpion in my mod nation.

Last mod in seems to overrule any other mods in the case of conflicts.
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  #47  
Old August 20th, 2008, 02:03 PM
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Default Re: EA Nation: Atreus, Rise of the Dragon Emperor

I just hope the next patch does not decrease the number of unit #s we have left.
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  #48  
Old August 20th, 2008, 02:15 PM
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Default Re: EA Nation: Atreus, Rise of the Dragon Emperor

I hope that too...

I don't think it would be amiss if we had access to double or even triple the total number of "vanilla game" units as there currently are in the game. With the various, ever-increasing number of mods-each with it's set of say an average 24 units-we need the space.
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Last edited by HoneyBadger; August 20th, 2008 at 02:19 PM..
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  #49  
Old October 14th, 2008, 12:39 AM
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Default Re: EA Nation: Atreus, Rise of the Dragon Emperor

Just a quick bump-any plans to add a preview of the National sprites?
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  #50  
Old April 4th, 2009, 04:22 PM
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Default Re: EA Nation: Atreus, Rise of the Dragon Emperor

Quote:
Originally Posted by HoneyBadger View Post
Just a quick bump-any plans to add a preview of the National sprites?
I should, but Its been quite a while and I forgot all about it.

I wonder if people still play this Nation....
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