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  #11  
Old August 25th, 2008, 05:34 PM
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Default Re: Haida Gwaii 2.0 (lots of changes)

Quote:
Originally Posted by Technowolf View Post
Turns out that, yes, the Harpoon Warriors are the reason the mod crashes the game. It appears they share a unitid with another (vanilla) unit, but I don't know which. The harpooners unitid is 2501 iirc, which should be above the current number of vanilla units. I'll do a few more tests tonight and get the results to you all tomorrow.

Technowolf
Aye this issue sprung up when the new nations were added last patch. It pushed the vanilla count into the 2000+ range which used to be reserved for mods. It actually messed up quite a few of my mods including Haida Gwaii. I have moved the units in the next version of the mod about 300 to 400 slots above the current vanilla units, hopefully that will be a good enough buffer .
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  #12  
Old June 28th, 2009, 04:44 PM
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Default Re: Haida Gwaii Complete! version 3.0 (lots of changes)

Mod has been updated. There should be no more conflict with vanilla unit #s over 2000. Lots of other changes have happened over the past year, be sure to check them out on the first post. That is where you can download the mod as well.
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  #13  
Old July 1st, 2009, 08:26 PM
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Default Re: Haida Gwaii Complete! version 3.0 (lots of changes)

Glad to see the update! Looking at Haida Gwaii helped me figure out how to begin with Alchera, especially in terms of how to make a Dom 3 nation out of a historically non-imperial people - really, I need to give you a credit in the next version.

Sometime, we should play them against each other (maybe 1st get someone else to judge their relative balance.

Thanks!
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  #14  
Old July 1st, 2009, 08:38 PM
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Default Re: Haida Gwaii Complete! version 3.0 (lots of changes)

Right on! Several people learned some modding from Haida Gwaii, including me. I am always up for a friendly game although my schedule is a bit limited. I have been keeping tabs on Alchera and I am looking forward to trying it out soon .
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  #15  
Old July 3rd, 2009, 03:57 PM

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Default Re: Haida Gwaii Complete! version 3.0 (lots of changes)

Just so you know, The Raven Archers are called Eagle Archers for some reason. Also, what does harpooning do?

Last edited by BlazeOfWar; July 3rd, 2009 at 04:24 PM..
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  #16  
Old July 3rd, 2009, 06:19 PM
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Default Re: Haida Gwaii Complete! version 3.0 (lots of changes)

Ah good catch, it is because I used the Eagle archer as the stat base when making the Raven Archer. I will post the updated version this afternoon. Harpooning works much like the net ability, but it does it at range.
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  #17  
Old July 6th, 2009, 06:01 PM
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Default Re: Haida Gwaii Complete! version 3.0 (lots of changes)

Minor change, Raven Archer name has been corrected. You can find the latest version attached to the first post.
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  #18  
Old July 7th, 2009, 12:07 AM

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Default Re: Haida Gwaii Complete! version 3.0 (lots of changes)

Thanks for this mod, Foodstamp. I very much like the theme and will be playing them in the Tourmaline game.
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  #19  
Old July 7th, 2009, 04:25 PM
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Default Re: Haida Gwaii Complete! version 3.0 (lots of changes)

Awesome! I hope you do well. Remember you should have an easy time getting into the water. Haida Gwaii is pretty close to vanilla, so you may need to pull out all the stops to survive in an all mod game. . Diplomacy and being the first guy in the water should help.
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  #20  
Old July 7th, 2009, 06:38 PM

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Default Re: Haida Gwaii Complete! version 3.0 (lots of changes)

I'd actually say most mod nations (that people play in MP) are weaker than haida gwaii.
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