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Re: Fools Lament III (modded) - Recruiting Now!
Well I'd rather not restart, I dont see any need for it even if we do upgrade to v2.15.
I dont really want to have a 2 week+ pause either. So I would say we go to 72 hour quickhost. I am SURE everyone will manage to connect once every three days, or at worst, stale a turn! http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Fools Lament III (modded) - Recruiting Now!
I did notice there were 3 stales Last turn, including T'ien Ch'i who has yet to make a move in the game (I think).
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Re: Fools Lament III (modded) - Recruiting Now!
Rather not restart, either.
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Re: Fools Lament III (modded) - Recruiting Now!
Quote:
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Re: Fools Lament III (modded) - Recruiting Now!
About the Pangean treelord. Pangea doesn't start with a treelord. He didn't disappear. You never had one.
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Re: Fools Lament III (modded) - Recruiting Now!
After messing with the map file I've figured the command adding the treelord in is erranous. It says [#commander "Treelord"].
The proper command is [#commander "Dying Treelord"]. Or one of the other treelords. There is no commander type called Treelord. |
Re: Fools Lament III (modded) - Recruiting Now!
Quote:
a) Soapyfrog has removed it - which would be evil, as it is an important part of Pangaea's arsenal, but he is in charge b) Zen's mod, which you are using, renames the Treelords such that no match is found on <commander "Treelord"> in the .map file, which would be a nasty incompatibility but easily resolvable for future games be editing the .map you are using |
Re: Fools Lament III (modded) - Recruiting Now!
B it is.
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Re: Fools Lament III (modded) - Recruiting Now!
Also, it looks to me like the map is set to victorypoints with this command
#victorycondition 1 7 |
Re: Fools Lament III (modded) - Recruiting Now!
Another thing. With the powerful treelords in this mod, who Pangaea will snatch all of, it might be reasonable to remove one or two sites in the Pangaean lands.
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