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Re: Fools Lament II - Newbies Welcome
So let us say we will do 24 hour quickhost until turn 20 and then 48 hour quickhost thereafter. Any objections?
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Re: Fools Lament II - Newbies Welcome
that sounds good to me.
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Re: Fools Lament II - Newbies Welcome
I am going to kick off the server Sunday evening just in case any stragglers want to join, so get your pretenders uploaded if you haven't already!
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Re: Fools Lament II - Newbies Welcome
Nasty Edition research is set to standard research by default.
Are people ok with this, if not does anyone know how to mod the scenario so that research is set to hard? |
Re: Fools Lament II - Newbies Welcome
It's actually ok. Considering the number of gems that are getting pumped into everyone's economies I'm sure that they are going to want to spend them.
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Re: Fools Lament II - Newbies Welcome
I am just afraid of research being so fast that I wont be able to adjust, and as a newby get crushed...
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Re: Fools Lament II - Newbies Welcome
you need to know the appropriate command and put it under the scenario specialties.
something like #research 2 or #magicresearch 2 also you'll need to edit the .map to change the #features to 75 knowing the commands for setting HoF to 15 and commander renaming on would also be very nice... perhaps #renaming 1 just mod the file and see if it works in a test http://forum.shrapnelgames.com/images/smilies/happy.gif edit: nope those renaming and research commands weren't the right ones Ahh - just delete the #scenario from the .map http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Fools Lament II - Newbies Welcome
You can change both the HoF and renaming in-game. I have yet to see a command about the research setting in the mapmodding file however; hopefully it has been forgotten in the documation, and does exist, but I am not positive about this.
Actually, just removing the #scenario flag seems to work fine. It allows you to set up all standard settings as usual, without removing the special commanders/starting sites. Make sure not to disable "Special starting locations" however, and it *should* work out. I was also beaten to it in this contest of cross-edits. *Waves at the poster below* |
Re: Fools Lament II - Newbies Welcome
I'm about to take off to visit my GF. I won't be back until late Sunday night. Don't start without me http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Fools Lament II - Newbies Welcome
Please let me know if it's going to be standard or difficult research. Makes all the difference.
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Re: Fools Lament II - Newbies Welcome
Well I am going to make it hard research as stated in the first post. Is that bad?
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Re: Fools Lament II - Newbies Welcome
Quote:
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Re: Fools Lament II - Newbies Welcome
Ok, I'll try as Mictlan.
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Re: Fools Lament II - Newbies Welcome
Question: Sea Troll kings produce water gems each turn. Are these allowed?
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Re: Fools Lament II - Newbies Welcome
They better be allowed or these house rules are getting really silly.
The no blood stone thing is already pushing it. Has anyone ever mass produced blood stones for the earth gem? It's by far the most expensive free gem out there. |
Re: Fools Lament II - Newbies Welcome
i've mass produced blood stones but only w/ the forge up
otherwise, yeah, they are expensive and difficult to exploit, and provide a fairly important +1 earth bonus for mictlan and aybsia especially. |
Re: Fools Lament II - Newbies Welcome
Sea troll kings and troll kings are fine. They are expensive, and require upkeep, so they do not yield the kind of growth curve that fetishes/stones/clams do.
Blood stones may be the most expensive free gem producer out there but its still cheap. I have mass produced them without too much trouble as Abysia. Granted they are not as good as clams and fetishes... As for being an important +E boost, you should be able to do fine with earth boots and staff of elemental mastery... how many +E items do you need?? http://forum.shrapnelgames.com/images/smilies/wink.gif Also eliminating fetishes/stones/clams makes the forge a little less of a game winning global. Still very good! But not grotesquely awesome http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Fools Lament II - Newbies Welcome
Are all pretenders uploaded?
If so can we start? |
Re: Fools Lament II - Newbies Welcome
Missing Pangea and Ctis... Also I must edit the mapfile.
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Re: Fools Lament II - Newbies Welcome
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Re: Fools Lament II - Newbies Welcome
Those poor legless bastards!
At least they can still use the staff of elemental mastery so they ought to pull through. Ok new .map file uploaded to the webpage. You can download the zip directly at: http://www.soapyfrog.net/dom2/oraniane_1_1.zip |
Re: Fools Lament II - Newbies Welcome
c'tis is uploaded now...i think I did it right, anyway. =)
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Re: Fools Lament II - Newbies Welcome
Yep! Only Pangea to go...
Don't forget to download the updated map file. |
Re: Fools Lament II - Newbies Welcome
Whoops did someone hit "start game"?
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Re: Fools Lament II - Newbies Welcome
Someone hit start game but Pangea is not yet uploaded. Anyone know if its possible to back up a step?
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Re: Fools Lament II - Newbies Welcome
Yep. You back up to starting the game all over and everyone re-uploading their pretenders. And this time, you set the game so that people can't start it. |
Re: Fools Lament II - Newbies Welcome
Huzzah! And how does one do that...
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Re: Fools Lament II - Newbies Welcome
Ha, no need to re-upload.
You simply restart Dom2 and set up a network game with the same name/port and all is well. Good to know!! So the moment Pangea uploads their pretender, we can kick it off. |
Re: Fools Lament II - Newbies Welcome
I'm done. I noticed that in this thread you said v2.13 but the site says 2.14. Does it matter?
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Re: Fools Lament II - Newbies Welcome
You can play with either Version on your computer. You might have problems viewing battle replays with the wrong Version, though. 2.14 seems to be a fixed 2.13 so I don't see a reason for the server not to run it.
And since everyone seems to be uploaded, I guess I'll start the game. |
Re: Fools Lament II - Newbies Welcome
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Anyhow, have fun spellslinging. I predict a weird game for you all, as some of the special sites can have a substantial influence on strategies if you let them. E.g. certain nations are rather more dangerous summoners than they are usually, and an Iron Faith Ulm going for massed Templars and a decent blessing might even be feasible. ...And don't play with a human Atlantis without R'lyeh and/or Ermor, or they will slay you all. For those (if any) unaccustomed to special sites that let you enter them, they can be entered by one commander (usually a specific magic type commander) per turn only, by giving him the strategic "enter site" command. If you have a monster-generating site, it nearly always pays off to park mages there for permanent summoning over time. Some of the troops granted are not negligible. |
Re: Fools Lament II - Newbies Welcome
We have no water nations in this map, but this means that Ermor will have free rein of Atlantis' provinces since they're controlled by AI.
I think that some nations have better advantages that others. Conjuration and Construction bonuses rock. Alteration bonus (Pythium) is less cool because there are few early game Alteration rituals. |
Re: Fools Lament II - Newbies Welcome
Server is up and running.
We'll do 24h quickhost until turn 20 then go over to 48h quickhost (unless there are objections). Server is running v2.14. Quote:
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Re: Fools Lament II - Newbies Welcome
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Some nations definitely have better long-term ritual advantages than others. Likewise, some nations have better short-term advantages, recruitment, or leaders that they should attempt to use to achieve advantage. You mention Pythium. Instead of focusing on what they have not (Conjuration 50%), focus on what they have: Alteration 20% and Enchantment 20%, both of which can be valuable in the long run even if they are not suited for building the entire game strategy around, more astral gems than you can shake a stick at, access to cheap elemental research wizards from the Castle Arcanum that can complement the standard Theurgs very well and are not vulnerable to mind duels, and a starting leader, Peter Magus the FFAAEE Warrior Mage, who comes fully equipped with decent beginning items and neatly plugs the initial Fire/Earth lack of Pythium. (Strip and give the items to a decent SC pretender if that is your cup of tea, Peter Magus can always be used as a very versatile forger) Even better the Castle Arcanum should have decent recruitment of tough heavy cavalry as well. Now, if you want to think of something more scary than Conjuration 50 in the long run... Think of the Jotun owned province of the Triple Peaks... Positively scary. http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Fools Lament II - Newbies Welcome
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If that gives Ermor a big advantage we'll just have to GANG UP HIM!! GET HIM GUYS!!! *sounds of repeated boots-to-the-head, followed by groaning* http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Fools Lament II - Newbies Welcome
A favor if possible: I'd like to ask that a note be posted here whenever a new turn is up, because starting up Dom2 just to connect to see if there's a new turn is a real drag for me. Thanks.
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Re: Fools Lament II - Newbies Welcome
Ok. We are on Turn 2.
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Re: Fools Lament II - Newbies Welcome
deccan - its far easier to create a desktop shortcut specifically to the game. then its just a quick click/doubleclick to check the status.
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Re: Fools Lament II - Newbies Welcome
It's true: I won't remember to updated this thread every time we play a turn.
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Re: Fools Lament II - Newbies Welcome
How do I make a shortcut point specifically to the game?
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Re: Fools Lament II - Newbies Welcome
There is a file called command_line_switches.txt in your doc repertory. In order to make a shortcut for a game, create a shortcut of your Dominions exe, go to Properties => Shortcut, and select the Target field.
You should add the commands --ipadr [IP] --port [XXXX] after dom2.exe, with the IP of the server and the port of the game. For example, it could give the following for a Mosehansen game (Yarnspinners in my example): C:\dominions2\dom2.exe --ipadr mosehansen.dk --port 2292 Hope it helps! |
Re: Fools Lament II - Newbies Welcome
Make a copy of the Dom 2 shortcut, click on properties and change target to:
C:\games\dominions2\dom2.exe --tcpclient --ipadr soapyfrog.no-ip.info --port 2345 --nonationsel That's in windows and your dom2.exe directory might be different. |
Re: Fools Lament II - Newbies Welcome
Thanks folks!
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Re: Fools Lament II - Newbies Welcome
here's one of mine, for instance:
two other useful switches are, i find: --res 1065 806 (creates the game in a window of whatever size you specify) --clickvol 0 (gets rid of that annoying click noise. hell, maybe later patches already got rid of it - I just need to be sure ;-) ) |
Re: Fools Lament II - Newbies Welcome
Humm.. C'Tis you are around?
You did not play your turn yesterday, and it seems that you have not played today... |
Re: Fools Lament II - Newbies Welcome
Yes, wo ist Daesthai?
Also: any mod which wants to move this thread to the MP forum please feel free! |
Re: Fools Lament II - Newbies Welcome
I guess he disapears... He must have had no believer left...
Not joking: what do we do? Replace him with an I? |
Re: Fools Lament II - Newbies Welcome
I sent him a PM. Hopefully we'll get some news...
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Re: Fools Lament II - Newbies Welcome
Why would someone join a new game and then disappear without going AI before turn 5? Maybe his computer exploded.
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Re: Fools Lament II - Newbies Welcome
Hey guys the server is going down for a little bit, sorry for any inconvenience.
It should be back up by 1:00am EST. |
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