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  #1  
Old May 7th, 2007, 05:13 PM

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Default Re: NEW MOD: No Independents

Sounds good. I will have to try it.
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  #2  
Old May 7th, 2007, 05:22 PM
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Default Re: NEW MOD: No Independents

I cannot get this mod to work. I am going to look it over and see if I can troubleshoot the problem.

It gives me a "Bad #Selectmonster command" error. This is with no other mods loaded btw.
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  #3  
Old May 7th, 2007, 05:35 PM
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Default Re: NEW MOD: No Independents

Ok, I figured out the issue. For some reason my dominions was recognizing your --(unit description) as part of the #selectmonster command because you had it like this...

#selectmonster (monster number --(monster description.

So I just went through and deleted all the descriptions, problem fixed. I was too lazy to go through and move them above the entries


EDIT:
Now I can't get this mod to work in game. It crashes as soon as I hit end turn. Am I the only person having problems with this mod? Was it tested before it was posted?

The error message I get is "Bad monres" (only your mod going)

EDIT 2: I finally got this mod to work. I pretty much had to rewrite it from scratch. It is very strange that my copy of Dominions is so different than other copies of Dominions that I was the only person that had issues with this mod.
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  #4  
Old May 7th, 2007, 06:19 PM
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Default Re: NEW MOD: No Independents

Thanks for pointing that out.

Seems they've changed it from the Dom2 days, or my memory is playing false. I made a fixed version that removes the comments from inside the #selectmonster - #end sequence and places them right before #selectnmonster so you can still tell immediately what unit the modification affects.

Damn, still does not work! No, I did not test, but apparently Dom3 mods are a lot more particular about what kind of comments they allow than Dom2 mods. I'll test this out and fix it. It worked right fine when it did not have any comment lines at all.
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  #5  
Old May 7th, 2007, 06:25 PM
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Default Re: NEW MOD: No Independents

Comments should be fine as long as they are outside the #selectmonster and #end. I use them all the time in my mods

The reason you are getting more crashes is because of the other problem I found with the mod. Dominions will not accept the resource value for a monster at 1000. That is why it was giving the error message "bad monres". I reduced all the resource values to 800 and the mod works perfect, loads turns etc etc.

It is a bit annoying to have to rewrite a mod because someone did not test before they posted it! Be sure to atleast play the mod once before posting it for others to use!
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  #6  
Old May 7th, 2007, 06:27 PM
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Default Re: NEW MOD: No Independents

Found the problem. Apparently the game does not like overly large resource costs for units. 1000 was far too high and so was 800, so I knocked it back to 500, which was the value I originally used. It works with that one.
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  #7  
Old May 7th, 2007, 06:29 PM
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Default Re: NEW MOD: No Independents

Hmm, must have tested with 900 accidentally. In any case, fixed. Thanks for helping troubleshoot it, Foodstamp. I was sort of in a hurry to get that out and getting interrupted every 5 minutes tonight did not help my concentration. Sorry for any inconvenience to those who had problems.
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  #8  
Old May 7th, 2007, 06:36 PM
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Default Re: NEW MOD: No Independents

NP at all, glad I could help. This idea was worth the little time trouble shooting to get to use. Nice job thinking outside the box when it comes to helping the AI.
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