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  #1  
Old May 3rd, 2007, 05:12 PM
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Default Re: The new units

Actually banshees are just bean sidhes. There are different stories as to how they look, what they do. I was just expecting it to be the undead version you mentioned.
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  #2  
Old May 3rd, 2007, 05:19 PM
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Default Re: The new units

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Foodstamp said:
Actually banshees are just bean sidhes. There are different stories as to how they look, what they do. I was just expecting it to be the undead version you mentioned.
I meant that the Bean Sidhes that have undead tag in the game are the ones with the weird scream. My version of AllView automatically updates itself whenever I create a new game in the new version. Doesn't yours?

Of course, the later unitnrs are full of horrible, horrible spoilers and units without descriptions. Like big sacred pigs.
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Old May 3rd, 2007, 05:20 PM
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Default Re: The new units

woot, there is an undead version? This patch is getting better by the moment.
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Old May 3rd, 2007, 05:24 PM
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Default Re: The new units

My all_view doesn't update like that. I custom made it so I could use a solid gray map for unit extraction. I will have to bump my numbers up a bit
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Old May 3rd, 2007, 05:34 PM
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Default Re: The new units

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Foodstamp said:
My all_view doesn't update like that. I custom made it so I could use a solid gray map for unit extraction. I will have to bump my numbers up a bit

My AllView doesn't crash when I use unitnrs higher than those used in game, so there are hundreds of empty units in the end of the list. I created it with an active mod, and the mod in question creates a unit somewhere in the range of 2900 or so, and thanks to it all the nonexistant units between the last existing unit and it become copies of unit nr 1...



I use a .bat file created with the help of friendly neighbourhood lch. Essentially:

ren guiborder2.tga guiborder2.old
ren guiborder2.new guiborder2.tga
dom3.exe -w -r 800 600 --opacity 1 --filtering 0
ren guiborder2.tga guiborder2.new
ren guiborder2.old guiborder2.tga

or "all the right extraction settings in a window of correct size, with an even-colored background that gives a slight hue (opacity 1) to the black map I use for extraction so that the shadow of the sprite is of slightly different black than the background."
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Old May 3rd, 2007, 05:35 PM
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Default Re: The new units

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Endoperez said:
Of course, the later unitnrs are full of horrible, horrible spoilers and units without descriptions. Like big sacred pigs.
Yep. The Pathological units are pretty nasty pieces of work if you have to come up against them. By the way, the misspelling is intentional. You can all thank Kaljamaha for that, when he saw the PArtholonian Sorcerer appear in the progress list way back when, he misread that as "Pathological Sorcerer" and much hilarity ensued. I always mentally refer to the Partholonians as "Pathologicals" now...
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Old May 3rd, 2007, 05:47 PM
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Default Re: The new units

I will try that out. So using the last possible modded #newmonster number makes it so empties do not cause a game crash?
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Old May 3rd, 2007, 05:55 PM
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Default Re: The new units

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Foodstamp said:
I will try that out. So using the last possible modded #newmonster number makes it so empties do not cause a game crash?
That's my theory, at least. Don't know what else could cause it. The mod in question is my testmod, which has at one point or another housed ALL the mods I've done. At the moment, it holds three minor mods that I could publish already. In fact, I've already posted one of them, have finished another already and the third is waiting for the next version for the #specialeffectalways that just barely missed 3.08.
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