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Old January 16th, 2004, 07:40 PM
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Kristoffer O Kristoffer O is offline
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Default Re: MODS technical problems?

Quote:
Originally posted by PhilD:
Another thing: it would be nice if mod makers set them up so that, like the "demo" mods originally written by Illwinter, they wrote their files in specific subdirectories. This might help ensuring they don't interfere...

(I downloaded those available from the Illwinter site, and not all of them do that. Also, the "Hoburg Alliance Special Edition" overwrites some of the initial "Hoburg Alliance" files - I guess that means one cannot then decide to play the initial mod...)
The Hoburg SE mod does not remove anything from the Hoburg mod. It only adds three units. You can choose between the mods.
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Old January 16th, 2004, 09:53 PM
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Default Re: MODS technical problems?

There seems to be a bug with the #clear and/or #clearmagic commands. They don't remove an existing unit's (e.g Virtue pretender's) ability to fly, it's magical creature status, or need to eat (IIRC). I only looked at a couple of units this way - I assume there are many other abilities that don't get cleared.

A way to mod the number and type of slots (not just limit to 2 misc, which can be done) would be nice.

A way to have units have inherent (unhealable) afflictions would be good.

A way to add a unit to the list of a nation's pretender options would be good (this is what I was doing, and having problems because many of the abilities, and the cost to add new magic paths, didn't seem to be editable - since one can't mod which pretenders are available to each nation, this limited the choices available quite a bit).

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