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 Post subject: Re: testing mods
 Post Posted: Wed Feb 22, 2017 7:38 am 
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Joined: Tue May 13, 2014 3:00 pm
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Location: Poland
So after some modding im stuck in one spot, I want to change the dark elves into the undead and make the "hallow"(the one that deals damage against undead only) spell work against them but I cant figure out how. I'd appreciate help of any kind on this.

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 Post subject: Re: testing mods
 Post Posted: Sat Feb 25, 2017 6:39 pm 
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Joined: Fri Sep 05, 2014 2:59 pm
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i dont know if this will work in fact all playable races are one race. if you cange them into undead, all playable races would be affected by hallow


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 Post subject: Re: testing mods
 Post Posted: Sat Feb 25, 2017 7:29 pm 
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Kamina wrote:
i dont know if this will work in fact all playable races are one race. if you cange them into undead, all playable races would be affected by hallow

Every playable race has a different race(Thats why your dark units will fight with your light units). I tried changing them into undead race but not only the hallow spell didnt work on them but they were unable to attack anything or be attacked by anything.

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 Post subject: Re: testing mods
 Post Posted: Sat Mar 04, 2017 9:05 am 
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Joined: Sat May 03, 2014 11:45 pm
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Is there a way to use 2 mods at the same time? When I want to play with the Dawn Army, I have to replace the "Different Risen Dead" mod and vice-versa and I want to use both at the same time.


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 Post subject: Re: testing mods
 Post Posted: Sat Mar 04, 2017 1:29 pm 
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Also, I am completely devoid of understanding towards LUA and the sort so I'd like to ask if anyone can turn Raise Dead Level 1-12 into Blade Minions, Raise Dead 13-16 into Bladeweavers and Raise Dead 17-20 into Blade Captains? Thanks. :)


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 Post subject: Re: testing mods
 Post Posted: Sun Mar 05, 2017 5:45 am 
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rupuzioks wrote:
I don't remember, but I think it's lvl 13-20 raise dead spells are changed to summon different units


I found out while playing LAN with a friend that the units change based on the level of the Worker Rune. Worker Rune Level 35 with Raise Dead level 6 results in a skeleton with a shield and a sword, Worker Rune level 21 (or 23, I forgot) with Raise Dead level 20 has the same result.


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 Post subject: Re: testing mods
 Post Posted: Sun Apr 30, 2017 10:42 am 
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Joined: Tue May 13, 2014 3:00 pm
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Made a small mod that gives sleeves to human artisans.

Avaible in all 4 colours. Should work with every version of the game. To install it simply drag the files to spellforce installation directory (for example: C:\Program Files (x86)\SpellForce\ )


Attachments:
SleevedArtisans.zip [681.78 KiB]
Downloaded 16 times

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 Post subject: Re: testing mods
 Post Posted: Sun Jun 18, 2017 9:38 pm 
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Joined: Sun Jun 18, 2017 9:17 pm
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Hello guys, I just found this Forum and I'm really want to test some of your mods.
But Where I can download your mods here? I cant find it :o


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 Post subject: Re: testing mods
 Post Posted: Mon Jun 19, 2017 2:33 pm 
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ch1w4y wrote:
Hello guys, I just found this Forum and I'm really want to test some of your mods.
But Where I can download your mods here? I cant find it :o

here is the main mod, viewtopic.php?f=14&t=142
but as you can see in the post above you there is plenty of mods scattered around.
and here is accompanying maps for the main mod
viewforum.php?f=12

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