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  #61  
Old April 5th, 2010, 08:20 AM

Sombre Sombre is offline
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Default Re: Mytheology Pretenders 3

Yeah I think looking at the conflicts between random mods too deeply is pointless. Mods that aren't designed to work together are relatively likely to conflict. For them you just gotta combine them. If you try to get the author to move the IDs around they'll just end up conflicting with something else.
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  #62  
Old April 6th, 2010, 04:16 AM

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Default Re: Mytheology Pretenders 3

To Sombre: Kenny told me to post about the issues with those two mods. Mainly because he doesn't want to go through all the issues of fixing it while he's working on his own mods. Sorry for not being intelligent enough to fix it on my own.

To Gregstorm: Where exactly would I find this "pyg's mod combiner program"? My attempt at searching just brings me to your post that I'm replying to.

Edit: Never mind Gregstorm, I screwed around with Google to find it. Still, thanks for letting me know about it

Last edited by GoblinKing2112; April 6th, 2010 at 04:23 AM..
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  #63  
Old April 6th, 2010, 04:58 AM

Sombre Sombre is offline
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Default Re: Mytheology Pretenders 3

Quote:
Originally Posted by GoblinKing2112 View Post
Sorry for not being intelligent enough to fix it on my own.
wat
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  #64  
Old April 6th, 2010, 01:59 PM
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kennydicke kennydicke is offline
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Default Re: Mytheology Pretenders 3

Quote:
Originally Posted by Sombre View Post
Quote:
Originally Posted by GoblinKing2112 View Post
Sorry for not being intelligent enough to fix it on my own.
wat
Now you see what I have to deal with.


Anyway, my point was letting other people know that there are conflicts between the mods beforehand, not getting the author (or anyone else) to fix it.
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  #65  
Old April 6th, 2010, 06:18 PM

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Default Re: Mytheology Pretenders 3

I think people should assume mods conflict unless it's stated somewhere that they don't. And if that statement is older than the newest version of either mod, they should discount that too.

Because 99% of mods are not designed to work with other mods.
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  #66  
Old April 6th, 2010, 09:38 PM

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Default Re: Mytheology Pretenders 3

I'd love to see someone pick up this mod and maintain/fix it and Antilarium (sp?). Kind of buggy, but I found them very cool and pretty. A lot of potential, great graphics.
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  #67  
Old April 7th, 2010, 05:11 AM
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Default Re: Mytheology Pretenders 3

I like both mods, and even hosted a game using them

There are a couple of balance issues in the mods (krakens spring to mind), but they're otherwise good fun. The Monkey King pretender is missing full functionality, which could probably be added quite easily these days.
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  #68  
Old April 7th, 2010, 11:37 AM

rdonj rdonj is offline
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Default Re: Mytheology Pretenders 3

Yeah, the monkey king pretender was working for me in bandar log and patala, but his staff was missing in kailasa. Still not sure why, but there is no reason that it couldn't be fixed if someone put a little time into it.

As far as balance goes I have some serious concerns about the new death pretenders :P
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  #69  
Old April 7th, 2010, 02:06 PM
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Default Re: Mytheology Pretenders 3

Oh yes - I never tried those. Also, Jack of Shaadows has ridiculous Darkpower, IIRC.

The Monkey King is supposed to summon a number of clones in combat, looking at the code. That doesn't happen either.
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  #70  
Old April 7th, 2010, 02:23 PM

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Default Re: Mytheology Pretenders 3

All easily fixed!
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