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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old February 11th, 2007, 08:03 AM

Aeshi Aeshi is offline
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Default Re: New Nation(s): Exile/Avernum

New one doesn't work with 3.06 or 3.01
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  #2  
Old February 11th, 2007, 09:04 AM

Sombre Sombre is offline
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Default Re: New Nation(s): Exile/Avernum

Sorry man, I honestly have no idea why it isn't working for you,... Other than some possible mac compatability issue,... and that I kinda doubt.

In the near future I'll be updating my copy to 3.06 so maybe I'll be able to work out what's wrong, but I strongly suspect that my 0.3/0.4 will work with dom3.06 on my computer anyway.

Can anyone shed any light on this?
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  #3  
Old February 11th, 2007, 10:25 AM

Shovah32 Shovah32 is offline
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Default Re: New Nation(s): Exile/Avernum

I couldnt get it to work on my PC with 3.06 but i dunno...
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  #4  
Old February 11th, 2007, 12:18 PM

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Default Re: New Nation(s): Exile/Avernum

Hmm. Ok I'll see what I can do. I'm downloading dom3.06 now,...

Possibly something to do with #nratt or the age commands actually working from 3.01 onwards maybe,.. Steelfang's attempt with 3.01 would suggest there's a problem from that update onwards. Crashing when you press create game is something I know happens if there's a #end missing, maybe it also happens if you stick in an invalid value or have one of the newer mod commands missing.
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Old February 11th, 2007, 01:18 PM

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Default Re: New Nation(s): Exile/Avernum

Ok, installed 3.06, installed 0.4 - create game, got an error message relating to #nratt. Looks like I was right with the guess in the last post. I just accidentally deleted a value at some point and since it was missing that caused the game to crash.

So if you were getting an error message about #nratt,... well it'll work now. If not,.. I still suggest you try it again because 4.01 works for me on the PC dom3.06. It's attached to the first post. Oh and let me know if that works or not. I'm sure there are some more things I can try.
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  #6  
Old February 11th, 2007, 02:09 PM

Aeshi Aeshi is offline
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Default Re: New Nation(s): Exile/Avernum

It works! *happy dance*
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  #7  
Old February 11th, 2007, 02:35 PM

Shovah32 Shovah32 is offline
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Default Re: New Nation(s): Exile/Avernum

Very nice mod. However i think that the two types of slith and the nephilim warrior cost a bit too much gold.

I think the mages are pretty nice but giving a random to the vahnatai mage could use a 100%(maybe 75%?) F/A random to make them viable battle mages without boosts being needed (fire random=falling fires, air random=thunder strike)
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