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  #641  
Old June 3rd, 2008, 11:12 AM

llamabeast llamabeast is offline
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Default Re: Kingmaker mod

Quote:
Right, we are now three pretenders short (EA: 21 MA: 21 LA: 18)
Why did no-one tell me that 21+21+18 = 60, not 58?!

So, the game is completely full after all. We are just waiting on QM to get his pretender in.

I am afraid llamacompetence levels are dropping dramatically.
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  #642  
Old June 3rd, 2008, 11:21 AM

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Default Re: Kingmaker mod

QM was just going to play to help us out if needed i think.
If we are one over, then he likely will be fine subbing for someone in the early game. He is no great fan of the late game on large maps.

We have 22 ea nations not 21 Llamabeast, if you count Marverni, right?

So our final tally will be 22 EA 21 MA 18 LE.

Since I got "stuck" with LA arcos, let us hope history does not repeat itself. The LA races were pretty much crushed in the 1st megagame, as a whole.

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  #643  
Old June 3rd, 2008, 12:26 PM

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Default Re: Kingmaker mod

Yes, that's right Xietor. I was just saying that this morning there was in fact one slot left, not three.
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  #644  
Old June 3rd, 2008, 12:34 PM
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Default Re: Kingmaker mod

Quote:
llamabeast said:
1) No, fail. I haven't had a chance to go home yet!

2) The final zip will have the correct directory structure in it, so you will just have to dump the whole contents into the mods folder.
Thanks Llama!
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  #645  
Old June 3rd, 2008, 05:43 PM

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Default Re: Kingmaker mod

Quote:
Twan said:
Don't forget to use the little modif I posted (to avoid to see an air nations protest).
Sorry, but I miss the point. Which modif are you talking about?
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  #646  
Old June 3rd, 2008, 05:59 PM

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Default Re: Kingmaker mod

everything you need will be in the Kingmaker Mod, which will be posted sometime today(waiting on Llamabeast). You will not need anything else, other than the map file, and worthy heroes 1.8. Those are contained in the 1st post.

I was just informed that shinuyama is dropping out(: So I will see if llamabeast can restore the EA Agartha pretender
he had to cull this morning.

It is a bit late in the day for me to find replacements. The game is starting as soon as Llamabeast gets home. So anyone else having 2nd thoughts, try to gut out a few turns,
and if your schedule is too hectic, we can hopefully find you a sub. Your 1st few turns only take a minute or 2 to do.
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  #647  
Old June 3rd, 2008, 06:01 PM
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Default Re: Kingmaker mod

Nothing you really need to know. Just an adaptation of my mist of deception mod (included in kingmaker.dm) to the spell level changes for this game (as I had to create remakes of the ghost wolves and phantom warrior spells, they would have been one level too high).
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  #648  
Old June 3rd, 2008, 08:36 PM

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Default Re: Kingmaker mod

Tum te tum. What happens, I go out for a few hours and someone drops out! It's like herding cats, honestly.

Well, I am waiting half an hour to try to find a replacement (bask in my commitment, it is well past my bedtime). In the meantime I will post the mod here in a second.
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  #649  
Old June 3rd, 2008, 08:38 PM

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Default Re: Kingmaker mod

Okay, here is the mod. Just place the entire contents in your dominions3/mods folder. I've included Worthy Heroes 1.8 as well, for convenience.
Attached Files
File Type: zip 612267-KingMakerMod.zip (1.76 MB, 60 views)
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  #650  
Old June 3rd, 2008, 08:48 PM
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Default Re: Kingmaker mod

Works, thanks llamabeast! What mods will need to enabled to play? kingmaker & wh?

For the saved game directory should I follow llamaserver and have a folder called kingmaker_early? Or just kingmaker?
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