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-   -   Mega Age II -Kingmaker(Started) (http://forum.shrapnelgames.com/showthread.php?t=38540)

Tyrant June 1st, 2008 04:02 PM

Re: SingleAge mod
 
Thanks alot for all the work you guys are doing, it's really kinda cool to see the community coming together with contributions from so many kind and talented people. Good job X, your loquacity turns out to be a virtue after all! http://forum.shrapnelgames.com/images/smilies/happy.gif

Could we please abandon this very long thread and start a new one once we go live?

Hoplosternum June 1st, 2008 04:12 PM

Re: Kingmaker mod
 
Quote:

Slobby said:
I get this error when trying to run the mod,

Nagot gick fel!
myloadmalloc: can't open./mods/./sns3/ea_arco_icon.tga

How can I fix?

I get this error. I have downloaded both the mods from llamabeast and Twan and then enabled them (in different combinations as there seems to be two Standards mods).

There is nothing in the sns3 or llambeasts folders either in my mod folder or the zipped download.... And I have redownloaded both and no change.

Not sure what to do....

Twan June 1st, 2008 04:17 PM

Re: Kingmaker mod
 
Just wait.

Actually the banners are simply missing in the attached folders, llama should give them to Xietor for a repost.

Some are from the sns mod, so if you have it installed, a game with some nations may work.

But some banners have been made by llama and should be in llamabanner folder (actually empty). These ones are missing in the attachment, and any game with nations using them ends in nagots.

Xietor June 1st, 2008 04:18 PM

Re: Kingmaker mod
 
Llamabeast is likely done working on mods for the day as he is in England. But while the Pretender deadline is set in stone, the game will not host to turn 2 until everyone is squared away and has the mods working.

So no need to worry. Besides I have the same issue, and I am quite certain it is because the banners are missing! The case of the missing banners. http://forum.shrapnelgames.com/images/smilies/smile.gif



Xietor June 2nd, 2008 01:36 AM

Re: Kingmaker mod
 
Official List of Subs


1.Bananadine
2.Ironhawk
3.Aezeal
4.Aethyr
5.Lingchih

List of available races:

1. EA Pangaea
2 EA Vanheim
3. EA Marverni(formerly Mazel)
4. EA Abysia(formerly Fal)

5. MA Pangaea
6. MA Jotunheim(formerly Big&Scary)
7. MA Ctis(formerly Digress)
8. MA Man

9. LA Ulm
10.LA Pythium(formerly Lingchih)

There are 5 subs. All of you that want in the game are in.
You can play any race listed. First to post that he claims a race gets it. Caveat is you only have limited time to get your pretender selection in. Subs pretender selection is due Tuesday. Not midnight either.

Good luck potential new players!

Note: if you select ea or ma pangaea, you cannot take a turmoil scale. This limitation is because of the unit cap.


Lingchih June 2nd, 2008 02:00 AM

Re: Kingmaker mod
 
I will re-take LA Pythium then, since no once else has claimed them. My conflicting game is now done, so I see no reason not to play in this one.

Aethyr June 2nd, 2008 02:41 AM

Re: Kingmaker mod
 
I will take EA Maverni

Folket June 2nd, 2008 03:37 AM

Re: Kingmaker mod
 
I am certain that Evilhomer has not uploaded a pretender. It most be the guy who was to play Mictlan ealier.

AlgaeNymph June 2nd, 2008 04:12 AM

Re: Kingmaker mod
 
Quote:

Folket said:
I am certain that Evilhomer has not uploaded a pretender. It most be the guy who was to play Mictlan earlier.

Yep, that'd be me, sorry about that. Could somebody boot out LA Mictlan to make room for LA Mictlan?

llamabeast June 2nd, 2008 05:03 AM

Re: Kingmaker mod
 
LA Mictlan removed.

So, it seems I missed the banners out of the mod. What a bungle! I blame the stupid zip program I used - what kind of a program includes folders but not their contents?! Unfortunately I won't be able to repost till the end of the day.

DaveCG June 2nd, 2008 05:12 AM

Re: Kingmaker mod
 
Glee! I'm so excited, once more (last time I swear) I want to thank everyone for their hard work and just to let you know that I'm on UK time, and I work nights but it shouldn't be too much of a problem, if I don't do my turn before work, I'll do it when I get in, either way, should be alright.

Zeldor June 2nd, 2008 06:19 AM

Re: Kingmaker mod
 
Yeah, I really feel like playing now. I did so many tests that I am almost bored with my race. Well, at least early expansion http://forum.shrapnelgames.com/images/smilies/happy.gif

Janlm June 2nd, 2008 07:49 AM

Re: Kingmaker mod
 
hmm do we expect starting this game before the 9th of june? if we do i might need to go find a sub for a few days.

(i'm sorry if this is already stated somewhere earlier in this thread, but it is kinda huge... http://forum.shrapnelgames.com/images/smilies/happy.gif )

Twan June 2nd, 2008 07:55 AM

Re: Kingmaker mod
 
Can I make a suggestion ?

As it's extremely unlikely that players would risk anyone in a death match against 61 nations to loot the vanilla trident, can this change be included in the KingMaker mod ?

It would make an eventual death match worth to send real champions, no matter the risk of having to fight 50+ others for the reward.

Bananadine June 2nd, 2008 08:14 AM

Re: Kingmaker mod
 
EA Abysia for me.

Digress June 2nd, 2008 09:47 AM

Re: Kingmaker mod
 
MA C'tis is back on deck unless Xietor decides otherwise.

Had a whole bunch of computer/internet access problems hit me at the same time over the weekend.

Slobby June 2nd, 2008 11:49 AM

Re: Kingmaker mod
 
Quote:

Zeldor said:
Yeah, I really feel like playing now. I did so many tests that I am almost bored with my race. Well, at least early expansion http://forum.shrapnelgames.com/images/smilies/happy.gif

hehe same here

Xietor June 2nd, 2008 02:02 PM

Re: Kingmaker mod
 
The game will actually start tomorrow. Had we not waited on the patch, the game could have started on may 15, but we waited, and with it just coming out, it held up our Kingmaker Mod, and final race selections.

We could not start today anyway due to an unavoidable conflict in Llamabeast's real life schedule. So we will start tomorrow.

We have a very short turnaround for the subs, and I have not heard from 2 of them, so I am going to allow Digress to keep MA Ctis despite missing his deadline by a few hours.

So on the subs we have:

Bananadine-EA Abysia
Digress(keeping MA Ctis)
Lingchih-keeping LA Pythium
Aethyr-EA Marvervi
Aezeal -EA Vanheim

Due to the fact that the game is starting tomorrow, with or without the full compliment of players, if I have not heard from the other 2 subs by 6pm cst, then I am letting the next in line in, QM. They need to post on the game thread to keep their spot. I know it is short turnaround for the subs, and I apologize profusely for that(: But the show must go on.

And there is only 1 more spot left since Digress was allowed to remain in the game as MA Ctis. So one of the subs
will not make it in, though i would be surprised if all of the alternates who posted 3 weeks ago could make it in on such short notice.



Aezeal June 2nd, 2008 02:30 PM

Re: Kingmaker mod
 
Vanheim EA for me?

Xietor June 2nd, 2008 02:41 PM

Re: Kingmaker mod
 
Ok i think that put us back at 60 players, unless Lingchih cannot get his technical issues worked out.

I just figured out that EA Agartha never sent in a pretender, So GWAR is out, and Ironhawk can still get in if he posts by 6pm, New Orleans time. Otherwise QM is in.

If my Math is right:

EA 23 Nations
MA 20 Nations
LA 18 Nations

55 Land
6 Water

Aezeal June 2nd, 2008 04:58 PM

Re: Kingmaker mod
 
2) Download the Mega-age, Worthy Heroes, and Kitchen Sink mods here: (not up yet).

ehm I've not read everything between when I was not included and now... so are these mods somewhere?

I got the map.. nice map can I have the map file too btw ?

Xietor June 2nd, 2008 05:08 PM

Re: Kingmaker mod
 
I need to change the 1st Post. There will be a Kingmaker Mod,
and a few posts back llamabeast attaches it. But it did not contain the banners. So we are awaiting that. Llamabeast should have that up tomorrow.

Map file cannot be given because it reveals the exact starting location for 4 nations, and I am quite sure they do not want the other 60 players knowing where their capital lies.

QM says WH 1.9 will not be ready for this game, so we will use wh 1.8. I will post a link to it on the 1st post shortly.

Aezeal June 2nd, 2008 05:33 PM

Re: Kingmaker mod
 
hehe what VAnheim heroes are there in WH 1.8 http://forum.shrapnelgames.com/images/smilies/laugh.gif

Fal June 2nd, 2008 05:44 PM

Re: Kingmaker mod
 
EA Abysia Pretender file sent!

Sorry for the late reply.

Xietor June 2nd, 2008 06:07 PM

Re: Kingmaker mod
 
Regrettably, when the day the game was supposed to start passed, and several players had not sent in their pretenders, they were replaced with alternates(: EA Abysia was one of the races that went to a new player.

BigandScary June 2nd, 2008 06:39 PM

Re: Kingmaker mod
 
I sent in my pretender(I have been having trouble with e-mails, some get through and some don't) and I was wondering if I am out. I wasn't sure.

otthegreat June 2nd, 2008 07:03 PM

Re: Kingmaker mod
 
Oh it just hit me... I'll be gone Wed to Fri this week. I can't believe I never connected that with this game. Must have been because it seemed to take forever for the game to start. I'll post for a sub, but should I bow out for an alternate? Sorry about the short notice.

Xietor June 2nd, 2008 07:06 PM

Re: Kingmaker mod
 
Yeah, this part sucks(:

Your Pretender was not received Big&Scary. You can actually check and see if your pretender has been received.
http://www.llamaserver.net/gameinfo....=KingMaker_Mid

The problem I faced when June 1 came and went, is that I had no heard from several players, and their pretenders had not been received.

I am sure some had more important real life issues crop up, and some had technical issues like you, but as game admin., at some point I have to move forward with the game.

And having not heard from you, or received your pretender, you were replaced(:

Edit: QM did not want to take your spot since you had technical issues. So you are back in Big&scary.

This has been a high maintenance couple of days. Hopefully it will be on cruise control once the game actually kicks off and everyone gets the mods working!

Foodstamp June 2nd, 2008 07:39 PM

Re: Kingmaker mod
 
When does the game kick off? I may want to fiddle around with my pretender a bit more.

Xietor June 2nd, 2008 07:49 PM

Re: Kingmaker mod
 
Tomorrow. Fiddle around fast.

BigandScary June 3rd, 2008 01:48 AM

Re: Kingmaker mod
 
Well thank you, and thank you especially QM

Aethyr June 3rd, 2008 02:55 AM

Re: Kingmaker mod
 
Greetings,

In retrospect, I've not enought time to do this game justice, so I'm withdrawing my name. Marverni's open.

llamabeast June 3rd, 2008 05:31 AM

Re: Kingmaker mod
 
Hurrah, I'm back!

Right, we are now three pretenders short (EA: 21 MA: 21 LA: 18). I am at work and in danger of being eaten by my supervisor - hopefully Xietor can work out the correct people to harass.

Darkwind June 3rd, 2008 09:41 AM

Re: Kingmaker mod
 
Say, did I miss the start? I checked this thread and apparently it's supposed to start today. I just got a new game and I've spent all week playing it, and completely forgot about this. Who could live without the Bank of Ulm in Kingmaker?

llamabeast June 3rd, 2008 10:11 AM

Re: Kingmaker mod
 
No, not started yet. Will start late tonight, UK time.

Emergency call for last pretenders! We're still missing three.

Salamander8 June 3rd, 2008 10:40 AM

Re: Kingmaker mod
 
Couple of quick questions on the mod file(s):

1:Did we get the missing part posted for DL yet? I didn't see it listed after the first DL.

2:Do we need to make a folder to contain all the bits we DLed, or just stick all these files in the /mods folder? And if we do need to create a folder in mods for these files, what do we name it? Kingmaker?

llamabeast June 3rd, 2008 10:44 AM

Re: Kingmaker mod
 
1) No, fail. I haven't had a chance to go home yet!

2) The final zip will have the correct directory structure in it, so you will just have to dump the whole contents into the mods folder.

Twan June 3rd, 2008 10:47 AM

Re: Kingmaker mod
 
Don't forget to use the little modif I posted (to avoid to see an air nations protest).

llamabeast June 3rd, 2008 10:48 AM

Re: Kingmaker mod
 
Thanks Twan, I will make sure to remember.

llamabeast June 3rd, 2008 10:48 AM

Re: Kingmaker mod
 
Marverni is taken by Griefor, and apparently QM is playing MA Man. One spot left.

llamabeast June 3rd, 2008 11:12 AM

Re: Kingmaker mod
 
Quote:

Right, we are now three pretenders short (EA: 21 MA: 21 LA: 18)

Why did no-one tell me that 21+21+18 = 60, not 58?!

So, the game is completely full after all. We are just waiting on QM to get his pretender in.

I am afraid llamacompetence levels are dropping dramatically. http://forum.shrapnelgames.com/image...es/redface.gif

Xietor June 3rd, 2008 11:21 AM

Re: Kingmaker mod
 
QM was just going to play to help us out if needed i think.
If we are one over, then he likely will be fine subbing for someone in the early game. He is no great fan of the late game on large maps.

We have 22 ea nations not 21 Llamabeast, if you count Marverni, right?

So our final tally will be 22 EA 21 MA 18 LE.

Since I got "stuck" with LA arcos, let us hope history does not repeat itself. The LA races were pretty much crushed in the 1st megagame, as a whole.


llamabeast June 3rd, 2008 12:26 PM

Re: Kingmaker mod
 
Yes, that's right Xietor. I was just saying that this morning there was in fact one slot left, not three.

Salamander8 June 3rd, 2008 12:34 PM

Re: Kingmaker mod
 
Quote:

llamabeast said:
1) No, fail. I haven't had a chance to go home yet!

2) The final zip will have the correct directory structure in it, so you will just have to dump the whole contents into the mods folder.

Thanks Llama!

seryozha June 3rd, 2008 05:43 PM

Re: Kingmaker mod
 
Quote:

Twan said:
Don't forget to use the little modif I posted (to avoid to see an air nations protest).

Sorry, but I miss the point. Which modif are you talking about?

Xietor June 3rd, 2008 05:59 PM

Re: Kingmaker mod
 
everything you need will be in the Kingmaker Mod, which will be posted sometime today(waiting on Llamabeast). You will not need anything else, other than the map file, and worthy heroes 1.8. Those are contained in the 1st post.

I was just informed that shinuyama is dropping out(: So I will see if llamabeast can restore the EA Agartha pretender
he had to cull this morning.

It is a bit late in the day for me to find replacements. The game is starting as soon as Llamabeast gets home. So anyone else having 2nd thoughts, try to gut out a few turns,
and if your schedule is too hectic, we can hopefully find you a sub. Your 1st few turns only take a minute or 2 to do.

Twan June 3rd, 2008 06:01 PM

Re: Kingmaker mod
 
Nothing you really need to know. Just an adaptation of my mist of deception mod (included in kingmaker.dm) to the spell level changes for this game (as I had to create remakes of the ghost wolves and phantom warrior spells, they would have been one level too high).

llamabeast June 3rd, 2008 08:36 PM

Re: Kingmaker mod
 
Tum te tum. What happens, I go out for a few hours and someone drops out! It's like herding cats, honestly.

Well, I am waiting half an hour to try to find a replacement (bask in my commitment, it is well past my bedtime). In the meantime I will post the mod here in a second.

llamabeast June 3rd, 2008 08:38 PM

Re: Kingmaker mod
 
1 Attachment(s)
Okay, here is the mod. Just place the entire contents in your dominions3/mods folder. I've included Worthy Heroes 1.8 as well, for convenience.

Slobby June 3rd, 2008 08:48 PM

Re: Kingmaker mod
 
Works, thanks llamabeast! What mods will need to enabled to play? kingmaker & wh?

For the saved game directory should I follow llamaserver and have a folder called kingmaker_early? Or just kingmaker?


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