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Re: Applying a new mod to an existing game?
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Now, most people create pretenders and strategies that might get heroes or pretender _into_ the HoF. And currently, those commanders _die_, due to a bloody bug. Certainly a lot of players would be tempted to quit / go AI when their pretender gets killed, or all their powerful mages get killed, right off the bat, to a "opinion bug". And since you can't apply a mod once a game was started without a mod, this bug is going to continue to have an elevated level of suckage. |
Re: Applying a new mod to an existing game?
Perhaps Gandalf, as I, has yet to meet the Hunter of Heroes? Not all of us have suffered enough to consider this as game-breaking as you.
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Re: Applying a new mod to an existing game?
Even before I finally met the HoH (thankfully in a SP test game) I could understand the consequences of the bug. Plus, Gandalf has stated that he plays mostly SP games, where increased randomness (such as having your best commanders assassinated by something like the HoH) is a good thing. For the rest of us, getting a bug that randomly kills anyone we get into the HoF is rather more upsetting, _especially_ in MP games. |
Re: Applying a new mod to an existing game?
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Imagine losing your prophet or pretender on turn_5 because this bug caused the horror to appear and kill them. Imagine losing Hector and his heavy horsemen on turn_7 because this bug caused this nasty horror to kill Hector. I guess some people have to personally experience the bug before understanding how serious the bug really can be during a game. Just a reminder that commanders even without a horror mark can be attacked. |
Re: Applying a new mod to an existing game?
Copy/paste into an existing mod works very well.
So the thing to remember now is : ***the host should ALWAYS START A MP GAME WITH A MOD ENABLED***. In the future all players of all mp games should have a blank mod, and the host should use it at game creation, then hotfixes for bugs like this one won't be a problem, as well as game evolution (say things like playing with the latest edition of a cbmod) or scenarized games (we can even imagine a blank mod being used to play the 3 ages... or more in a game, modding all the nations each x turns into the next age version). |
Re: Applying a new mod to an existing game?
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Actually, one of the mods ought to start a stickied thread with a title like "WARNING : DO NOT START AN MP GAME WITHOUT A MOD!!!" Then at least newcomers would have a chance of finding out about this before learning the hard way. |
Re: Applying a new mod to an existing game?
I have had the Hunter of Hero's eat my pretender in 2 MP games now, both times killed with a single blow. They were combat pretenders as well. It's definately spoiling my enjoyment of Dominions 3.
It MOST CERTAINLY IS A BUG and a very bad one. http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: Applying a new mod to an existing game?
But it's an "opinion bug" according to Gandalf, whatever that is. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Applying a new mod to an existing game?
Actually it sounds like an SC balance to me. http://forum.shrapnelgames.com/images/smilies/happy.gif
Particularly SC pretenders in blitz games. It definetly made me park my Mictlan Lord of the Night early-game assassinate all of his commanders and his pretender strategy. It might be overdone and need abit of tweaking (such as not showing up until later in the game) but I wouldnt call it a bug. But no matter what the opinions are on any of this, I can see where it might be a good idea to start all games with a MOD. Even if its just a placeholder empty mod since apparently that can be edited to make some changes mid-game? On the other hand, if that is true then we must be even more careful to trust the host. Dom3 certainly added a lot of host-abuseable items that cant be seen by the players. |
Re: Applying a new mod to an existing game?
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" I can't do this Saaaaaaam. " |
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