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New Horizons v2.60 discussion thread

   PaulPAK

 
 
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This crash occurs only on machine with Win7 and onboard Intel graphics chipset. On my old home rig (WinXP with old GeForce) I can play without problems.
Game crashes in fullscreen mode on machines with onboard Intel graphics (at least with Q45/Q43 Express Chipset). Sorry guys for bothering You, it is 100% not related with the mod.
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   Boon947

 
 
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PaulPAK писал(а):
This crash occurs only on machine with Win7 and onboard Intel graphics chipset.

I've seen several reports of crashes from users on fast systems, and some claim to have worked around the issue by lowering the maximum CPU frequency.
I can't test because I have a 1.8 GHz system Wink

I suspect it is a timing issue that has nothing to do with OS or GPU, and is only affected by CPU frequency.
Unfortunately, not much one can do without access to the source code... Sad

FWIW, this game is so awesome that I am considering rewriting the game engine from scratch.
(But knowing me, I'll want to make hundreds of changes along the way, and it will take me forever.)
See also http://eador.com/B2/viewtopic.php?t=3618

Regards.

Последний раз редактировалось: Boon947 (Пт Мар 11, 2016 16:18), всего редактировалось 1 раз
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   PaulPAK

 
 
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Boon947 писал(а):

I've seen several reports of crashes from users on fast systems, and some claim to have worked around the issue by lowering the maximum CPU frequency.
I can't test because I have a 1.8 GHz system Wink

I suspect it is a timing issue that has nothing to do with OS or GPU, and is only affected by CPU frequency.
Unfortunately, not much one can do without access to the source code... Sad

FWIW, this game is so awesome that I am considering rewriting the game engine from scratch.
(But knowing me, I'll want to make hundreds of changes along the way, and it will take me forever.)
See also http://eador.com/B2/viewtopic.php?t=3618

Regards.


In my case it was enough to switch from fullscreen to window mode. At home I have puny Athlon 1.3 GHz so fullscreen is working ok. Smile
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   bludwig

 
 
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I'm really having major problems with crashing on this build. Someone said that it's 100% not related to the mod, but I must beg to differ. I've been playing the NH mod for thousands of hours, for years, and it's always been completely stable until this version. I have crashed four times on the same one map, all at different times. There doesn't seem to be much of a pattern; sometimes it crashes when I click 'OK' after an onscreen event, like getting the reward from defeating ambushing bandits or allowing the Inquisition to persecute my people, which may itself just be what triggers the start of a new turn, meaning that the crash may be associated with starting a new turn instead of the event itself. I've also had a crash in battle, as I mentioned before, and what seemed to be happening was two red numbers coming up at once on an Earth Totem; a -3 for the turn decay and a -99 for the Earth Spikes spell trying to trigger simultaneously, but I couldn't replicate it when I tried again.

Slowing down the CPU speed has no effect. I actually have to play with the CPU speed slowed down by half just to get it to work at all (I can't believe that's still part of the program after all these years and updates!), and slowing it down further doesn't help. I'm on Windows 7, though, and I seem to notice other people having trouble with that OS. Perhaps there is a relationship. Anyway, I do firmly believe that this recent update to the mod has increased crashes. It's almost making me afraid to play the game.

The crashes aren't so terrible in and of themselves thanks to daily autosaves, but the reversion penalty for crashing is just too harsh. I play for score, and to know that my score is being sabotaged due to 'reversions' that were not my fault in any way is demoralizing.

Text (mostly) bugs I found on a drow alliance (THANK YOU SO MUCH FOR FIXING THE ALVARI/ALKARI THING!):

When undertaking the drow alliance quest, looking for a beholder egg, one message reads "Hopefully the egss are still there." This should read "Hopefully the eggs are still there."

In the description of the Tormenter, the word Underworl appears. This should be Underworld.

The Spirit Conjurer description reads "fully able of surprising the enemy in melee". You can't be "able of" doing something; should be changed either to "fully able to surprise the enemy" or "fully capable of surprising the enemy."

The welcome message you receive upon entering a drow province when you already have a drow alliance has an extra quotation mark in it.

The Great Chieftain hero description has a line which reads "with a military power and fury that does not have its equal, and a skilled commander to his soldiers." Some wonky grammar there; consider changing to "with a military power and fury which has no equal."

The entire Mother Keeper description is just.... wrong. Read it, keeping in mind that it's describing a powerful Medusa matriarch, and you'll see. It's obviously describing a different monster. (It actually seems to be describing a belabra, also known as a tangler, from the old AD&D Forgotten Realms add-on to the Monstrous Compendium. I'm kind of ashamed I know that.)

The Banish spell doesn't work on Spawn or Hellhounds, which seems really wrong. I'm sure some justification for it could be dreamed up by Ketarienne, but wouldn't it just be much easier and logical to make them affected by Banish, just like all other demons? I mean, the very racial definition of what a demon is uses the word "Spawn", and there's nothing in the Hellhound description which suggests they should be immune to Banish when every other demon isn't.

The Slave Market description reads "...for which you regularly pay a specified sum." That's not correct; it pays you. That's the whole point of building a slave market: additional income. If all it did was make your people mad and take your money, you wouldn't build it. It should read "for which you are regularly paid a specified sum."

Incidentally, if you would like to use me as a copy editor, I'd love to help with copy. Drakon was going to use me for that, but he quit the project just as he reached out to me about it. Always willing to proofread copy for free; this game is already a huge hobby of mine, and I'd love to give back. Thanks again for everything you all do to make the world's greatest game even better!
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   Arkitekt

 
 
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bludwig писал(а):
The crashes aren't so terrible in and of themselves thanks to daily autosaves, but the reversion penalty for crashing is just too harsh. I play for score, and to know that my score is being sabotaged due to 'reversions' that were not my fault in any way is demoralizing.

Cheat Engine.
Works perfectly fine to fix reversions counter.
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   Boon947

 
 
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bludwig писал(а):
Incidentally, if you would like to use me as a copy editor, I'd love to help with copy. Drakon was going to use me for that, but he quit the project just as he reached out to me about it. Always willing to proofread copy for free; this game is already a huge hobby of mine, and I'd love to give back. Thanks again for everything you all do to make the world's greatest game even better!

At the risk of sounding like a complete newbie, what's a copy editor? Smile
Checking Wikipedia... Oh, I see...
https://en.wikipedia.org/wiki/Copy_editing

Your grammar / spelling / typo reports are appreciated and (more importantly) fixed in my local version, so the next minor release (2.60b) should include the fixes (unless I missed some).

One thing you can do, if you want to proof-read text descriptions OUTSIDE the game flow, is to open the "Text" folder, pick one of the text files, and double check that everything looks in order. It is a bit tedious, which is why I don't do it.

As for the crashes, who said they are not mod related?
If a crash is reproducible, I'm sure that Jazz (the sole programmer) would quickly fix it.
Random crashes are much harder to track down though Sad
(I have offered my help as a programmer countless times, in vain.)

I'm off to fix the bugs you reported.

bludwig писал(а):
The welcome message you receive upon entering a drow province when you already have a drow alliance has an extra quotation mark in it.

Could you give a few words in that text, I didn't find it.

About the Мать-Хранительница ("Mother Keeper"), I'm thinking of changing the name to something more... epic (for a ".gs-timer").forEach(n=>{let o=n.textContent.trim().match(/^(\d+)[.-](\d+)[.-](\d+)\s+(\d+):(\d+)$/) unit).
Something like "Matriarch Warden". What do you think?

And here's the description I have so far:

A Medusa with magic powers is referred to as a Matriarch Warden by her kin.
Maybe it's just a name, or perhaps there is more to it.
Either way, in addition to the usual ability to turn unlucky adventurers to stone, and a poisonous bite, they are also able to fill their enemies with dread.

Original was:
Обладающие волшебной силой медузы именуются в их сообществах Матерями-Хранительницами.
Возможно, это просто название, а может быть, за ним кроется нечто большее.
Так или иначе, помимо обычных для всех медуз способностей к превращению в камень авантюристов-неудачников и ядовитого укуса, эти существа способны нагонять ужас на своих врагов.

Regards.
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   Kettarienne

 
 
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Great Mother or something along the lines. Maybe just Matriarch.
Russian name bears a strong connatotions with Vesta-type figures. Like Mother Goddess, Keeper of the Hearth.
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   Boon947

 
 
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bludwig писал(а):
The Banish spell doesn't work on Spawn or Hellhounds, which seems really wrong. I'm sure some justification for it could be dreamed up by Ketarienne, but wouldn't it just be much easier and logical to make them affected by Banish, just like all other demons? I mean, the very racial definition of what a demon is uses the word "Spawn", and there's nothing in the Hellhound description which suggests they should be immune to Banish when every other demon isn't.

/99 Name: Spawn;
Subtype: (1, 26) = Mortal + Cultist

Mortals - the most common type. Typically, they can be healed, resurrected, sacrificed, and can earn medals in combat.
Cultists - mortal creatures, willingly serving Chaos. Most of the rules for Mortals apply to them as well.

99. Spawn
#The spawn is the result of a man's desire to unleash his inner-demon by entering a hellgate during a demonologist's ritual. And even though one needs at least some spark of magic to become a demonologist - a Chaos spellcaster - passing through the fires of hell one is stripped of any and all magical powers. Once that mortal returns through the hellgate, he has metamorphosed into a fleshy, bulging creature filled with one sole purpose: murder!
Very tenacious in its actions, the spawn jumps upon its enemies with sharpened claws and hooked fangs. Its strength is fueled by its lustful frenzy.#

It might make sense to classify the Spawn as a Demon, though... I guess it's a balancing decision, Ket?

/38 Name: Hellhound;
Subtype: (3, 19) = Demon + Animal
Banish should work on them...

Regards.
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   Kettarienne

 
 
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I think the name is misleading here. It's not a spawn. He's more like a posessed. A human for most purposes, and certainly not something to exile to hell. Compare him to something like a gnoll devourer (".gs-timer").forEach(n=>{let o=n.textContent.trim().match(/^(\d+)[.-](\d+)[.-](\d+)\s+(\d+):(\d+)$/)).
The hellhound is a proper demon and should be banishable, but this bug is not easily fixable. There is a certain problem with spell... templating, I guess? In any case, I will see to this.
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   PaulPAK

 
 
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bludwig писал(а):
I'm really having major problems with crashing on this build. Someone said that it's 100% not related to the mod, but I must beg to differ.


It was me, and I have to retract from the statement, that crash is not mod-related. Unfortunately it is likely. I've played Eador with NH regularly since 2014 on Win7 machine (Intel Core 2 Duo 3.00 GHz with onboard Intel graphics chipset) and consecutive versions were running flawlessly. Except for few cases of savegame files corruption I had not a single crash. All the time I was playing in window mode. After introduction of version 2.60a the game started to crash, just like I had described earlier. At first I thought, that the remedy is to switch to window mode from fullscreen. But after playing for few hours in window mode the game crashed in the same manner as in the fullscreen (crash during an enemy turn).
Yet on my old home machine, everything is ok.
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   bludwig

 
 
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Ah, so I can edit the text wholesale? Wonderful. Here's what I've found by briefly looking at the texts:

When greeted by the demon Master (I forget his name), he says "I hope you won't get in my way, or you'll feel for yourself what is Chaos like." This should be "...feel for yourself what Chaos is like." Note that this occurs twice, in two different parts of the file.

Magnus' greeting message reads "This Shard hides a plenty of things strange and unusual, that's why I intend to add it to my collection." This should probably be "This shard hides plenty of things strange and unusual, and that's why I intend to add it to my collection." You need the "and" in there, or a semicolon, as it's an independent clause. Again, this message occurs twice in the text file, and may need to be amended twice.

One of Erdu's messages is "For whom thee take me now, oh %s?" This should be "For whom dost thou take me now, oh %s?" In this case that thee must be a thou, as it's the subject and not the object. (Whoever wrote this file was actually better at telling their thees from their thous than most, but a few errors remain.)

Another is "Shall thee accept this judgment I have made,". It should be "Shalt thou accept this judgment I have made,". Again, subject and not object.

Another is "There are but thee and I upon this Shard." Should be "There are but thou and I upon this Shard." Same deal. If an "I" is paired with it, it needs to be thou; if a "me", a thee, as those reflect nominative and accusative, respectively. As in "Thou and I shall see him dine," in Good King Wenceslas.

Another is "How dare thee, thou betrayer of my faith," which should be "How dare thou, thou betrayer of my faith,". You could also remove the second "thou" if it seems redundant.

Erdu has a lot of grammatical and punctuative weirdness in his statements, but I'm not touching most of it, as it may be intentional.

Not sure who the Master is... may be Doh-Gor... but when he offers an alliance, he says "You're good warrior, %s! Let's fight together!" This should be "You're a good warrior". He uses brief but proper grammar, including indefinite articles like "a", in his other statements.

In the "Mass Rage" ability description, the text "The unit can cast the "Mass Rage" spell, whichs gives all friendly units Fearless, Intimidation 2, and Bloodlust 3." This should be which.

The "Winged Watch" defender description says "Winged watches usually consist of a small group of Icari, lead by a Luminary, vigilantly patrolling the area..." This should read led. Later in the same description, it says "...may be lead by Memory Keepers..." and again, this should be led.

The "Power Word: Hold" and "Chilling Touch" descriptions state "The unit is paralyzed. It can not act." This should be "It cannot act." ("Can not" means that it has the positive ability not to act, if it so chooses, which isn't what you're trying to say. You mean that it can't, or cannot, act.) The spell descriptions for Paralyze, Power Word: Hold, Cocoon of Darkness, Gaseous Form, Chilling Touch

The School of High Magic building description says you can get "Enchated Weapon" scrolls there. This should be "Enchanted Weapon".

The Tower of Restoration description has the phrase "Allows the summoning of Seraphims". This should simply be Seraphim, or Seraphs. The singular of that particular being is simply Seraph, and Seraphim is the plural. (These are the things you learn with a graduate degree in Religious Studies...) Similarly, the creature itself should simply be called a Seraph, not a Seraphim.

The Sacred Order building description states "Allows thew recruitment of Paladin." This should be "Allows the recruitment of Paladins."

In the building descriptions, sometimes you refer to the plural of ericuba as "ericubes" and sometimes as "ericubas". I don't know what's correct... I've never heard of such a creature, and it has no information I could easily find online... but it ought to be consistent. The "Swampland" building description states "Allows hiring Ericubas and use eggs". This should be "Allows the enlistment of Ericubas [if that's the plural you choose] from their eggs."

The Epic Jeweler building contains the word "Messengers's." This should be Messenger's.

The text sometimes refers to units called Duellists. They should be Duelists.

The Crystal Mine description states "Can not be built in a swamp." This should be "Cannot be built in a swamp." Its upgrade description also states this.

In the Elves racial description, the word "unaccessible" appears. This should be "inaccessible."

In the Orc racial description, the phrase "with a straigth face" appears. This should be "with a straight face."

In the Gnoll racial description, the word "perpertually" appears. This should be "perpetually". (Although I really do like the sound of the word "perpertually".)

In the Witcher Citadel description, it begins with the phrase "Well guarded". This should be "Well-guarded". The Inquisition Cloister needs the same edit.

The Temple of Light location description calls it a "beatiful building". This should be "beautiful".

The Behemoth's Lair location description uses the word "usefull". This should be "useful". Same with the Conclave location description.

In the "Become Bone Spearman" unit promotion text, the word "equiped" appears. This should be "equipped."

The Summon Wasp Cloud upgrade text uses the word "strucked". This should be "struck".

The Mass Rage upgrade text uses the word "whichs". This should be "which".

The Quagmire upgrade text states "The unit is taught to cast "Quagmire" spell, slowing the enemy and reduces it's defense and ranged defense." This should be "slowing the enemy and reducing its defense and ranged defense." (That it's vs. its is my number one editing pet peeve, but in general Eador gets it right. This is a rare exception.)

The Become Battle Gryphon upgrade text uses the word "griphon". This should be "gryphon", as in the name of the unit itself. Also "griphons" at the end of the same description should be "gryphons".

The Magic Fight upgrade (clunky name) uses the phrase "to reduce damage form those kinds of attacks." This should be "to reduce damage from those kinds of attacks."

The Cleric Transformation upgrade text twice refers to them as "clerik". This should, of course, be "cleric".

Both the Fearless Spell upgrade and the Immobilization upgrade use "it's" when they mean "its". (There it is again...)

The Forest Knowledge 1 and 2 upgrades both use the word "tiile". This should be "tile".

The Frenzy upgrade uses the phrase "hit poins". This should be "hit points". This upgrade text appears twice in the file, and both places should probably be corrected.

The Mass Disease Spell upgrade uses the word "creaturs". This should be "creatures".

The "Burning" state description uses the phrase "Unir is burning". This should be "Unit is burning".

The Spearman unit description uses the phrase "much faster then iron-clad warriors". This should be "faster than iron-clad warriors".

In the Deathtouched unit description, the phrase "In stead" appears. This should be "Instead". Later in the same description, the word "intentionnally" appears. This should be "intentionally".

I mentioned this before, but the Earthshaker description still contains the non-word "manufactored". This should be "manufactured". Sorry if you already corrected that and it hasn't been posted yet.

The Ghost Whisperer unit description uses the word "usefull". This should be "useful".

The Spirit Conjurer unit description uses the word "extremly". This should be "extremely".

The Water Elemental unit description uses the word "spiritis". This should be "spirits". Same for Air Elemental, Earth Elemental and Fire Elemental descriptions, and for Mephits and possibly others. Might want to do a search for the word "spiritis" in general.

The Goblin-hunter unit description (this unit should really be a Goblin Hunter, as it's a goblin who hunts and not something which pursues goblins) uses the word "suprise". This should be "surprise".

The Nocturnal Hunter description uses the phrase "in stead". This should be "instead".

The Guardian of Darkness unit description uses the phrase "consists of am elite group". This should be "an elite group".

The Illithid unit description uses the term "Ilithids". This should be "Illithids".

The Demonologist unit description uses the word "havok". This should be "havoc".

The Adept unit description uses the phrase "a early practitioner". This should be "an early practitioner." In the same description, it says they "learn form the wizard". This should be "learn from the wizard".

The Pack Warrior unit description uses the word "essentialy". This should be "essentially". In the same description it says they become "stonger" as the years pass. This should be "stronger". (Although again, I like the word "stonger".)

The Dwarven Alchemist unit description uses the word "alchmist". This should be "alchemist".

The Memory Keeper unit description contains the word "pastto". This should be separated into the two words "past to". It also contains the word "knowlege". This should be "knowledge".

Whoof! That was a fun 3 hours. Note that I only did direct spelling corrections here after the diplomacy messages, and did not correct grammar and punctuation issues, of which there are very, very, very many, and which would take several days to iron out. To end, a brief non-copy-related new bug: it seems as though if you complete a battle after which treasures are directly sent to your treasury... usually very difficult ones such as a Conclave... if you have the Treasury expansion built (THANK YOU FOR THAT NEW FEATURE!), if there is no room in your first treasury but plenty of room in your second, the treasures will simply vanish and be unrecoverable. Shouldn't they go in Treasury 2 if there's no room in Treasury 1? Seems like something we'd all really appreciate... I hated losing all those artifacts.

Again, thanks for all the incredible work you guys do! This is literally the best game ever thanks to your relentless efforts.
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   Koba

 
 
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bludwig писал(а):
I'm really having major problems with crashing on this build...

Try this: http://eador.com/B2/viewtopic.php?p=266949#266949 Remove the extra line "Lvl 08 upgrades: (1, 4; 2, 4)"
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   Boon947

 
 
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СообщениеДобавлено: Пн Мар 14, 2016 12:13     Заголовок сообщения:

bludwig писал(а):
Ah, so I can edit the text wholesale? Wonderful. Here's what I've found by briefly looking at the texts

Thanks for rooting out so many mistakes! Did you actually go over ALL the text files?
Another huge source of text are two files in the var folder: dialog.var and campaign_dialog.var

In a previous message, you mentioned spurious quotation marks in Drow related messages.
Do you remember what the text looked like, so I can locate it?

Are you comfortable using tools like git? and OmegaT?

Regards.
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   bavarian kid

 
 
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СообщениеДобавлено: Вт Мар 15, 2016 19:48     Заголовок сообщения:

Wow bludwig, thanks for all your hard work Very Happy

Some minor issues I noticed:

Warlock event
"Better" is hard to read, maybe shorten a bit. "Laeve" instead of "leave"
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   Vonotar

 
 
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СообщениеДобавлено: Пн Мар 28, 2016 10:29     Заголовок сообщения: Well done

Hey, really liking this version.
I like the quest and hero changes a lot. Thanks to the translators and the Russians for continued hard work Very Happy
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   Alsagoz

 
 
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СообщениеДобавлено: Пн Мар 28, 2016 16:22     Заголовок сообщения:

The Esc key doesn't not work after I press Alt or Ctrl. It fixed after I press Shift though.
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   Vonotar

 
 
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СообщениеДобавлено: Пн Мар 28, 2016 22:25     Заголовок сообщения:

By the way, it would be good in the diplomacy screen if you could see what resources the other astral lords owned rather than needed - perhaps the Russians could hack that in?
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   Arkitekt

 
 
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СообщениеДобавлено: Пн Мар 28, 2016 22:44     Заголовок сообщения:

You can always see list of resources to buy and to sell. If resource belongs to demand list, AI doesn't have it. He could possibly trade it to another AI, but only on rare occasions. If resource belongs to trade-able list, AI has a plenty. When neither of lists - AI has 1 item exactly. It is often enough to know about whether AI got iron or wood. Horses are pretty common. Marble and mythril you can check only if AI has already lost and you're curious about provinces you can grab.
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   Boon947

 
 
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СообщениеДобавлено: Пн Мар 28, 2016 22:58     Заголовок сообщения:

Vonotar писал(а):
By the way, it would be good in the diplomacy screen if you could see what resources the other astral lords owned rather than needed - perhaps the Russians could hack that in?

As far as I know, Jazz (the mod's main author) is the only one able to add functionality to NH.
I've toyed with binary patching, but it's rather time consuming, and quite limited in what can be changed.

A few months ago, I created a thread to discuss interesting new features.
http://eador.com/B2/viewtopic.php?t=3618

Regards.
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   Boon947

 
 
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СообщениеДобавлено: Вт Мар 29, 2016 1:46     Заголовок сообщения:

Alsagoz писал(а):
The Esc key doesn't not work after I press Alt or Ctrl. It fixed after I press Shift though.

I can reproduce the issue. Might be coming from the Allegro game library.
Jazz, Ket, have people complained about that in the Russian forum?
Regards.
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