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-   -   Fools Lament III (modded) - Started, v2.15! (http://forum.shrapnelgames.com/showthread.php?t=21899)

Jarkko December 8th, 2004 03:40 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Ctis then for me http://forum.shrapnelgames.com/images/smilies/smile.gif

So what is the procedure now then? I am supposed to UL my pretender, or what?

Soapyfrog December 8th, 2004 03:52 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Step 1: Download the map and the mod and put them in the right place.

Step 2: Start dom2, go to "preferences", "mod preferences", and enable the mod (Test Mod)

Step 3: Design your pretender

Step 4: Connect to network game at soapyfrog.no-ip.info, port 2345. Claim your nation.

Step 5: Disconnect, and wait until the game is announced as started.

Easy-peasey! http://forum.shrapnelgames.com/images/smilies/wink.gif

Soapyfrog December 8th, 2004 03:55 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Only Atlantis to fill and we have a full house!

Ah, Atlantis, the bastard stepchild of Dom2 nations... http://forum.shrapnelgames.com/images/smilies/laugh.gif

Jarkko December 8th, 2004 04:40 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Ok, my Pretender has been uploaded, hopefully it went ok http://forum.shrapnelgames.com/images/smilies/happy.gif

ckfnpku December 8th, 2004 05:54 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
1 Attachment(s)
Well, you might want to GoR enslaved creatures or very experienced heavies.

Adding GoR and Wish in again is a piece of cake. Just remove the lines quoted before from the mod. If Tartarian Gate is then nerfed, say by making it d9 and costing 20 deathgems (fairly reasonable I think, for a lvl 9 spell) I don't see why GoR needs to be removed. Making good Tartarian commanders is a costly deal under these circumstances.
Cost for wish could be upped to 150.

Straight removal of the spells seems tacky to me.

I have made a changed Version of the mod that implements this and attached to this post, in case you (Soapyfrog) want it. No need to reupload pretenders to use this.
Oh, and yes, I checked and the spells cost what I intended and so on.

ckfnpku - the noob modmeister

Edit: The server might need to be restarted though. I dunno. Maybe not if the mod is named the same as the current one (replace) and the server is just restarted. And people might want to adjust their pretenders.

ckfnpku December 8th, 2004 06:27 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Someone else is uploaded as R'lyeh. Does it even work if I overwrite?

Sorry to be a pain, but this is a first for me.

Nappa December 8th, 2004 06:35 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
doesn't Atlantis have a 50% enchantment bonus site on this map?

Yossar December 8th, 2004 06:37 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Quote:

ckfnpku said:
Someone else is uploaded as R'lyeh. Does it even work if I overwrite?


Yes, whoever uploads Last gets the spot.

anatoli11 December 8th, 2004 06:52 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Yes there is a 50% enchantment bonus in the Atlantis capital

Yossar December 8th, 2004 06:57 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Quote:

Nappa said:
doesn't Atlantis have a 50% enchantment bonus site on this map?

But it's underwater so some spells can't be cast there. Not sure which ones offhand.

odd_enuf December 9th, 2004 12:58 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
most good enchantment spells that don't require extra gems can't be, the main excpetion is enliven statutes.

Soapyfrog December 9th, 2004 01:59 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Tartarian factories (even if you double the cost of summoning them) heavily slant the game towards whoever can get the chalice or put up a solid GoH first, which is kind of unfortunate. If you are unable to GoR them, on the other hand, then it is much more balanced: e.g. 1 out 5 (or something) tartarians will show up as commanders, the rest as troops, and being unable to GoR pretty well automatically balances the spell... so I am going to have to agree with Zen on this one.

Well lets run with the no-GoR, no-Wish thing and see how it works out. Honestly with the conjuration bonus sites on this particular map GoRd tartarians might be just a tad TOO good anyway.

Peter Ebbesen December 9th, 2004 03:50 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Quote:

Soapyfrog said:
Well lets run with the no-GoR, no-Wish thing and see how it works out. Honestly with the conjuration bonus sites on this particular map GoRd tartarians might be just a tad TOO good anyway.

The major cost in running squads of Gor'ed Tartarians has not in my limited experience been the 10 death gem summoning cost (which a 50% conjuration site would reduce to 5 death gems) - it has been the 20 nature gem GoR enchantment each, the dozens of gems sunk into construction of equipment to outfit Tartarians, the initial equipment needed to boost several summoners into the 7D spell domain to start with, and the cost of holding the Chalice/Gift of Health. http://forum.shrapnelgames.com/images/smilies/happy.gif

Soapyfrog December 9th, 2004 04:19 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Well with no GoR a commander tartarian now costs 40 or 50 death gems to summon, and comes with some beefy troops. So they are slightly more costly now, and more importantly it takes more time to summon them.

To be honest the more I think about the effects of this, the more pleased I am. It is still worth it IMHO to pursue a tartarian summoning strategy, it's just no longer the absolute be-all end-all most efficient summoning strat.

Soapyfrog December 9th, 2004 04:20 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
I the event no one signs up for Atlantis before the weekend, wie'll stick an expert AI in there and kick-off. How does that sound to everyone?

Nappa December 9th, 2004 07:36 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
In our Last game the AI's got wiped out very fast. Since Peter said Atlantis is the balance race for Ermor on that map how about the difficult setting? The AI can not take advantage of the map like a human player can.

But either way, let's get going.

The Panther December 9th, 2004 08:03 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
If you are going to put in an AI, it probably needs to be on the impossible setting to have any chance of hurting a human player early before getting overrun.

Also, I will be out of town Sunday, returning Tuesday evening.

Crash December 10th, 2004 12:26 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
I'd like to see this fill up. I will give up Marignon and take atlantis IF someone would like to join in and would rather do it as a land nation.

Reverend Zombie December 10th, 2004 12:43 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
I'll try Atlantis.

Soapyfrog December 10th, 2004 05:01 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
Excellent, full house! We will start when all the pretenders are done uploading.

Soapyfrog December 11th, 2004 01:47 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Only Acro and Matchaka to upload and we can contemplate kicking off http://forum.shrapnelgames.com/images/smilies/happy.gif

Jurri December 11th, 2004 01:48 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Only waiting for Arcos and Machaka; chop, chop, guys!

EDIT: Funny this; Soapy and I moaning almost exactly at the same time!

Yossar December 12th, 2004 06:52 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
Looks like everyone is ready.

Soapyfrog December 13th, 2004 12:06 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
Yup everyone is ready... I am starting this puppy!

I'll put the first turn on no time-limit quickhost, so the laggards can catch up http://forum.shrapnelgames.com/images/smilies/wink.gif

Bluebird December 13th, 2004 05:46 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
... I am having problems connecting ...

Am I the only one?

The Panther December 13th, 2004 08:49 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
It is working now and the first turn is up.

rex_havok December 13th, 2004 11:11 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
Quote:

Bluebird said:
... I am having problems connecting ...

Am I the only one?

8 are done their turn. but it was slow to hook up

Bluebird December 13th, 2004 11:28 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
I always get a "connection failed" http://forum.shrapnelgames.com/image.../firedevil.gif

Help ! I do not want to lose my first turn. http://forum.shrapnelgames.com/images/smilies/rant.gif

Soapyfrog December 13th, 2004 11:59 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
Hmmm, I am not sure what the problem could be? I run through the standard list: local firewall (most common issue!), correct server (soapyfrog.no-ip.info), correct port (2345)...

Anyway, I have not set a hosting time on this first turn... it is just set to quickhost, so you have essentially as long as you need (tempered by our patience, of course http://forum.shrapnelgames.com/images/smilies/laugh.gif) to resolve the issue.

Jarkko December 13th, 2004 01:31 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Turn uploaded.

Bluebird December 13th, 2004 01:59 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Ok ... worked now ... don't know what the problem was. Have not changed anything on my side.

Looks like sometime problems do just disappear http://forum.shrapnelgames.com/images/smilies/laugh.gif

Soapyfrog December 15th, 2004 01:20 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Alright we are now set to 24h quickhost.

Cohen December 15th, 2004 02:18 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Can we have a sort of mailing bot that sends us a notification when the game has hosted new turn?

I've been in a game hosted by someone of Qt3 that did that, and was pretty useful to avoid staling ^^ (since there're no "welcome page" as on Mose).

Soapyfrog December 15th, 2004 02:36 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Well I am currently running on a windows server, and I know of no such utility for windows.

What we could do, if you are amenable, is set a fixed hosting time. It would slow the game down a little bit probably, but would have the advantage that you always know when the game is going to host so it's easier to make doing your turn part of your daily routine...

Jarkko December 15th, 2004 03:00 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Next weekend could we have a bit longer turn-around than 24 hours? I'll be out of town from Saturday morning to Sunday, and I'll probably have to rush to work immediatly when coming home on Sunday. So about 36 hours from Saturday morning to Sunday evening.

The Panther December 15th, 2004 03:18 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
I will be out of town Friday-Tuesday. I will try not to stale by grabbing an internet connection when I can, but it probably will happen anyway.

Soapyfrog December 15th, 2004 04:48 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
I can put it on 72-hour quickhost for the next 3 weeks, how does that sound?

Kinda sucks if it slows the game up a lot, but hopefully everyone will still make an effort to get their turns done and we will proceed at a decent pace.

Nappa December 15th, 2004 09:28 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
It sounds like a very very slow game http://forum.shrapnelgames.com/images/smilies/happy.gif

anatoli11 December 15th, 2004 10:41 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
I think it will be slow during the holiday season, just like the other games I am involved in, but we have a bunch of good players, so I'm sure it will pick up in the new year.

Nappa December 16th, 2004 02:49 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
I just realized that my treelord is gone??????

I would consider him an important part of Pangaea's strategy.

Soapyfrog December 16th, 2004 04:58 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Gone? i.e. vanished without explanation?

Legacyspy December 16th, 2004 05:55 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Patch, how does patch work with multiplayer, can I use patch in 1 mp game and not in 1 map and in 1 sp game all same time?

Nappa December 16th, 2004 06:19 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
yep, gone as in he was never there. This is important because without him cranking out vinemen/ogres, it makes it significantly easier for someone to roll Pangaea early.

Soapyfrog December 16th, 2004 06:50 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
Nappa: not sure what to do about that...

Legacyspy: If you patch your game, you will still be able to play I think but you will see mismatched battle replays.

However I think we should patch the server to v2.15. The benefits of doing so are great, especially for server stability.

rex_havok December 16th, 2004 07:36 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
we are what, turn 2? we could just restart in the new year,
patched and restarted w/ the players interest high(instead of super slow for holidays then try to get players to come back to it).
Just a suggestion.
(i perfer this over a 72 hrs grind through the holidays)

odd_enuf December 17th, 2004 02:47 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
I have no problem restarting in the new year.
I'd prefer not to patch the game until mosehansen has been patched, I don't like having multiple installs
odd_enuf

Crash December 17th, 2004 03:27 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
I think restarting would be more convenient than 72 hrs between turns.

If we restart, I'd vote to revisit the upgrading to 2.15 issue then. By then everybodies other games may be upgraded as well.

Legacyspy December 17th, 2004 09:33 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
I think restart 2

ckfnpku December 17th, 2004 09:46 AM

Re: Fools Lament III (modded) - Recruiting Now!
 
We haven't decided on a restart yet though, so don't forget to get your turns in until we do.

I don't care wether we restart or not.

Jurri December 17th, 2004 05:38 PM

Re: Fools Lament III (modded) - Recruiting Now!
 
What says Soapy? I'd prefer continuing, though won't object to a restart either. Upgrading I support anyway; it might as well be us who find the bugs http://forum.shrapnelgames.com/images/smilies/wink.gif


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