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Old December 16th, 2007, 08:55 PM
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Default Re: Unit Limit / Save the Megagame

I could certainly do that. EDIT: Extremely stupid and backwards thing removed.

If we're worried about the game being buggy, though, making major changes to the mod script in the middle of a game may not be the best policy
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Old December 16th, 2007, 10:47 PM
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Default Re: Unit Limit / Save the Megagame

Quote:
If we're worried about the game being buggy, though, making major changes to the mod script in the middle of a game may not be the best policy
Dynamic modding seem to work fine technically. After it's more a matter of "which units can be modded out without breaking some nations ?" (ie Rlyeh can probably work without aquatic summons, and all nations without militias and other human indie units, but of course Ermor without freespawns is more problematic ; and as long Ermor keeps freespawns other nations need some massable chaff too, etc..)
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