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  #1  
Old December 16th, 2004, 02:04 PM
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Default Patch \'n mod

Scene I:
A small army camp by a coastal village.

Enter:
The Lord of this World, an attendant.

Attendant:
- They are watching us. Watching with their flat pale eyes. And more have come since the moon rose. They follow the tide. Perhaps by dawn they are numerous enough to dare a fight.

The Lord of theis World
- Then we should drive them back from whence they came before the sun rises. Commander! Call the men to arms. Commander?

- He is dead, my lord.

- Dead?

- Thrown himself off the cliffs, sir.

- Damn fool! Who's next in command?

- No one. They have all been lost to the sea sir. To answer some strange song. Everyone but that mercenary captain.

- What sorcery is this? I suppose I'll have to lead the men myself.


Enter a scout.

- My lord, there is an army of halfmen advancing from the south.

- Halfmen? Impossible! Pangaea was destroyed years ago. Their god was burned on a pyre in that sacred grove.

- Still there are satyrs in the army and a great Pan seems to be leading them.

- Well, we have dealt with halfmen before. Let the mercenaries deal with the fish faced ones. I prefer to let them be the target of any unexpected sorcery from the sea.

---

The depths have awakened. The tides rise with living
creatures. Oceania once again claim the seas.

---

http://www.shrapnelgames.com/News/pr_01.htm
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  #2  
Old December 16th, 2004, 02:08 PM
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Default Re: Patch \'n mod

Linux Version of the patch is ready, but a minor problem has delayed it. It will hopefully appear today (not sure how swedish vs american time will affect this).
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  #3  
Old December 16th, 2004, 02:43 PM
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Default Re: Patch \'n mod

Tentacle Face has lost his head? Theurgs used to attack during Utterdark?

Intriguing. (And wondering whether the attack-on-stealthy-commander fix includes horror attacks; if so, the scout-based Soul Contract factory becomes somewhat less powerful.)
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Old December 16th, 2004, 03:22 PM
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Default Re: Patch \'n mod

The Linux patches are up now.
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Old December 16th, 2004, 03:44 PM
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Default Re: Patch \'n mod

Great .

I like the Oceania Mod especially .

In my fist quicktest i saw the following :

I ordered a few mermen + a wavelord and attacked a land indy province .
Underwater they are shown as amphibians , in the battle above the sea they were shown as poor amphibians though .

Is this a bug or a feature ?

I guess it is the former because above the sea they had 9 defense while underwater they had 10 defense .

P.S. is there a way ( item / spell etc. ) to make my aquatic units air breathing that they can leave the sea ?
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Old December 16th, 2004, 03:56 PM

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Default Re: Patch \'n mod

The oceanian units change shape when they enter land. This is the cause of your discrepancy. So it is a feature. Try the Capricorn and you'll see his magic stats change as well.
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Old December 16th, 2004, 03:59 PM
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Default Re: Patch \'n mod

The Amulet of the Fish is what you want for aquatic commanders; I cannot think of anything to help the aquatic troops though (the only ones are the elite units of Oceania if memory serves).
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Old December 16th, 2004, 05:23 PM

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Default Re: Patch \'n mod

A small error found in the Linux x86 patch:
- The files orania.map and oraniawar.map extracted into the main dominions directory instead of the maps/ directory.

EDIT: Ignore, my mistake, forgot to copy the executable to /usr/local/bin:
- The Version number is still 2.14.
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Old December 16th, 2004, 06:01 PM

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Default Re: Patch \'n mod

If I want to use the patch in a sp game but not a mp game can I? Can I use it in 1 mp game and not in another?
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Old December 16th, 2004, 06:12 PM
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Default Re: Patch \'n mod

If you patch the game it goes for all games, the mod on the other hand can be turned on and off in different games.

If you really want to have one game with 2.14 and another 2.15 you can probably make a copy of the game in another directory and patch one of them. This is not something I would recommend as it sounds like an invitation to trouble. Be sure to make backups of save files before trying this.
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