Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Rise of the Dracans v1.1  (Read 4809 times)

mission0

  • Bay Watcher
  • He is on a mission!
    • View Profile
Re: Rise of the Dracans v1.1
« Reply #15 on: August 29, 2009, 04:49:30 pm »

Good I was worried about that. ^_^

Anyways I'm thinking of adding on alot of R.A Salvatore entities and creatures to the ones that we already have. Basically so that each race has an evil counter. Along with some new interesting menaces.
Logged
Oh wait, "insane" doesn't work on this forum.
Crap, can't think of an alternative.

Daywalkah

  • Bay Watcher
    • View Profile
Re: Rise of the Dracans v1.1
« Reply #16 on: August 29, 2009, 04:58:20 pm »

Sounds cool, evil counters are always nice to have. Good luck with the mod!
Logged
Magma cancels flow; interrupted by Ironblood.

mission0

  • Bay Watcher
  • He is on a mission!
    • View Profile
Re: Rise of the Dracans v1.1
« Reply #17 on: September 19, 2009, 03:13:37 pm »

Found some errors that I hadn't noticed when playtesting this originally... my bad.

Anyways had a problem with dwarven and human caravans showing up that is now fixed. This was a major problem since Dwarves are the only way to import Mithril since Dracans do not have the stone pref tag.

If anyone sees any other problems let me know so I can fix it.
Logged
Oh wait, "insane" doesn't work on this forum.
Crap, can't think of an alternative.
Pages: 1 [2]