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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
In my test game I have found several sites underwater that let's you recruit troops/commanders. Unfortunately none of them have underwater breathing so they all just drown.
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
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I'm going to wait until we get the compiled mod-pack without clashes before making my pretender, seems like a wise thing to do. Go ahead and 'fix' the Desire. Seems like an oversight. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
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Could you post the site names? I could quickly fix those and look over for more problematic sites. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
I only have Guild of Seamstresses in my current game. I keep starting over to check pretender effectiveness at stomping indies.
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
going to work. I'll check back when I get home to see what's going on with the pretenders. What should I put in the subject line when submitting to LlamaServer?
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
I'll check the map file for Antilarium. I think I remember seeing some Sea/Waste provinces on it, which might cause that sort of effect.
Does anyone know where I might find some software which would let me run llamabeast's Perl script for combining mods? |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
maybe ActivePerl works
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
I'll wait a bit before submitting my pretender until the modness gets settled.
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Well, until I have the mod sorted there won't be a game to submit to. Feel free to play with designs until then.
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Just found out that I will be out of town for the weekend. I should get back sometime Monday night. Any issues with starting the game after that or do you have any other suggestions? Sorry for the short notice but hey with all the mod issues maybe this could be a good thing?
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Huzzah! The mod is joined successfully, so I've attached it to the top post. Everything you need for the game is in there (including the map files, even), so go for it!
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
I am running just Unsanity Seed mod pack.
Siege Trebuchet, Catapult and Elder Sign cause the game to crash by clicking on them. Bad sprite, assume they both have same sprite. When I start a 12 player game, it no longer is lacking a placement place for me but 1 or 2 computer positions die straight away every game when you click end turn. Either still lacking enough start places (very likely) or computer is creating stupid pretenders. Obviously, going to be a few glitches with so many mods, I am sure we can sort them out. Like some of the new juicy pretenders! |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
@tgbob: Unsanity seed includes CBM 1.5, and you shouldn't have both active at the same time.
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
There are 12 set start provinces in the .map file. Are you making sure to set 3 AI players to the aquatic nations?
The VP provinces are suffering from the mod melding, as the map file refers to units by number. Editing will be in progress. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
I set it with 12 players, R'lyeh as yours truly, Atlantis and Oceania as AI, and the rest 9 as random nations, with the map from Unsanity Seed.
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Right... One of the problems is fixed, at least.
As to the other, I think province 46 (should be a start location for a sea nation) has too many neighbours, and the game might be barring it as a start point. Can anyone confirm this is a problem? |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
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The sea nations are fine. P46 is working correctly. However, it give 2 land nations the same starting province, P171, which resulted in instant death when end turn pressed. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
What, we have AI as water nations?
How did I miss this? I wanted to take Oceania myself, I find them pretty interesting, but the pretender I want don't work well with Oceania. :( |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
That's interesting. I found that one of the land start points needed to be correctly added as a start point as otherwise the game assigned 2 nations to one province, which is what you're seeing.
However I then got 2 sea nations being assigned to the same province as well, which made me wonder about 46. I think I'll cut some of the neighbours off 46 anyway, as it's got far too many. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Ah. In the course of surveying neighbours for 46, I think I worked out the problem.
99 was stated to be be a start point, but wasn't set as one in the initial mod. 99 is adjacent to 46, which meant when it was set as a start point, it could maybe exclude 46 from selection. Luckily, 46 has too many neighbours anyway and so I can cut it off from 99. I'll see if that sorts it out. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
I'd also like to say a few words, concerning my mods that are in. Just some tips on how to handle them, so that I can't try to leverage my obscure mod knowledge.
- With Holy War, holy sites are much more common, althought the effect is somewhat diluted by the magic site mod. My careful estimate is that about 8% of sites will be holy. All common holy sites can be found with a level 1 priest, uncommons by level 2 and rare sites by level 3. It's recommendable to send at least h2 priest out early to search some holy sites. Most of the sites do not give lots of gems, but allow access to good quality units & priests. Most of the indy sacreds can be pretty good even with a moderate bless, and some need no bless at all to be of use (Penitents, for example, are just undercosted heavy infantry), so it's worthwhile to search even if you don't have a bless. Most also give some gold and/or resources. Most of the holy sites are just for land, so rarely concern sea terrains. However, the "Temple of the Deeps" common holy site is still there, so holy searching is worthwhile just for it. - Be careful with the CPCS spells - consider the new options they give for your opponent against you, so that you are not completely taken by suprise by a new spell. Let me state an example. You are facing against agartha, earthpower + bladewind and some love att statues. strong shielded high def thugs sound good. But what if their script is for Grip of the Marshlands? Sliming halves def, and the statues can easily hit if you are earth gripped. - Also consider the new cross-holy summoning spells (Call Guardian of X). They need precious mage-time (only one unit per summon), but the troops are pretty good, and sacred to boot. If things get hot, they might just be the silver bullet you need. For example, Guardians of the First Flame have high attack and high-dam magical attack. They might be just what you need to croak those pesky ethereal thugs. Guardians of the Throne deal nearly no damage but are ethereal, high def and small size. Perfect to buy you some time on the battlefield and to exhaust enemy troops as they try hit them. Guardians of the world tree have magical ranged attack -> perfect for popping up mistform. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
The guardian spells are a bit screwed up, air and water summon the same unit, earth summons nothing.
Yap, a bunch of spells are a bit off. The blood/holy spell that should summon flagelants as the description says summon the Dergoth the Exile pretender. This pretender generates astral/death gems, so anyone with blood and nature can GoR him to get free gems and a damn good unit. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
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So apparently all of the holy sites in Holy war are now broken along with all summon spells which summon modded units (there are 8 in holy war, mytheolgy has one (summon demon toad), are there any else?).I can fix it manually tomorrow morning (Gregstorm has sweaten enough over this already, me thinks). But now clock is nearing midnight here, so, sleep. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
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Argh - llama's combination script doesn't handle summon spells all the time?
Bother it... what with work and life taking up my time, I don't have enough hours in the day to both fix bugs and test for them. I've attached the .dm with fixed sites to this post. Burnsaber: if you're going to have a look at the issue, it'd be best to use this file. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
So what's the plan?
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
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Phase 2, ??? Phase 3, Executor wins. Sounds like a solid plan. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Aargh, sorry guys, I thought my script was bugless, but it seems I had underestimated the number of things that I hadn't tested it for! These mods have very different things in to the ones I tested it on you see.
Unfortunately I am suffering from similar time problems to Gregstrom, but I will try to fix things when I get back from the library tomorrow night. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
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Ok, I did it. The summons and sites should work now. The mod is not synchronized with the antilarium map thought (in my test game, one site was defended mainly by Great Eyes :P), but I have 0 experience with .map files, so I'm kind of hoping if someone else could match the custom province defenders to the new unit numbers?
Once the mod and the map is synchorized (and the starting point bug fixed), I think that were good to go. There still might be some bugs left, but since were all human here, I think that we could agree not to exploit buggy mod behaviour that are found during the game? If you are not sure if it's bug or WAD, post on the thread and the players can decide if you're allowed to recruit angels of death with their AOE instakill attack for 0 gold from that "Happy Rainbow" magic site. :) |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Oh, the map... might it be possible to leave the Antilarium mod out of the combined mod, and just combine the rest? It probably won't clash with the combined mod. Otherwise the map will probably be pretty much ruined.
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
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I've fixed the .map, as it happens. I did it last night, but didn't upload it. Here it is now. Please note: this map file should be used for testing purposes only - there's at least one fix (province 46) that isn't in it yet.
@llamabeast: Sadly, the Antilarium mod was another of the ones using unit ids in the 28xx range, so I felt it couldn't be safely excluded. @Burnsaber: Many thanks for the mod update. Luckily for me, .map file editing isn't too tough (or I wouldn't be able to do it). It's not too far removed from mod creation. Extra @llamabeast: It just struck me that the problems with the Divine War summon spells might be because they refer to unit IDs from a different .dm file. In which case there might be little your script can do about it. I'm very tempted to start a thread attempting to organise allocations of unit/armour/weapon/etc. ID numbers on a voluntary basis. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
So is everything working now?
If so I will probably fix the script at the weekend rather than tonight you see. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
I think the situation can currently be stated as: "We are currently unaware of any further problems with the combined mod."
If anything further crops up, we'll undoubtedly post about it :D Hopefully we're now at the stage where the bugs are small and we just need to make you aware while fixing it by hand. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
:D Great.
Yeah, sorry my script didn't work so smoothly, it was meant to make running this kind of game super easy! Well hopefully I will get it all fixed up and future such games will indeed be easy. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Yeah, you'll always get teething problems first time around. It's nothing to worry about really.
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Right, I have a new .rar ready. Before I upload it, I've had a thought. The Father of Medicine is currently a load of rubbish compared with the CBM pretenders. Mother of Serpents is a far better healer, and has better base magic (plus she's a SC chassis). Other rainbow mages have free gems, more and cheaper paths, sometimes make gems, and they're cheaper to boot.
I'd like to put him as cost:40, healer 100, new path cost 20 and give him S1 since S is a path that gives healing spells. I'm not sure he's worth using even then (and I won't be using him), but it seems closer to a balance with the other rainbows. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
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No problem, good luck with the game! I'll be keeping an eye on your progress |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
I doubt anyone will be taking the Father of Medicine so I feel there's really no point in changing him,
I assume everyone's just gonna the the Jack of Shadows pretender and put every possible MR item and kill everyone. dark power 100? |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Thanks for pointing that out Executor. It will be changed...
Darkpower 6 is a pretty hefty boost - does that seem nearer a correct level? |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Darkpower 6 sounds correct to me. Never spotted darkpower 100.
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Thanks. It seemed to work well, so I think I'll do it again.
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Do we have a consolodated set of mods that work yet?
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Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
The new zip file in the top post should be good to go.
I'll give it ~24 hours for people to break it, then I'll put the game on llamaserver. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
I get "Nagot gick fel!" "getspldscr: bad splnr" when I click on the spell entries for siege catapult and siege trebuchet in the laboratory. They're under construction 4 and 6.
Add Elder Sign from thaumaturgy 7 to the list. Hand of Destiny alteration 8. And yes, I'm using the latest version from the OP with only Unsanity selected. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Clicking on the spell entries? How odd... I'll have a look.
Edit: I'll test Krakensong while I'm there... |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Yup, Krakensong (a copyspell of Send Bukavac, thus only available to Bogarus) is gone too.
The spells in question are the last 7 in the mod, as Hand of Destiny takes 3 slots. I'm guessing that we've run out of spell slots. If so (and a little testing should show it... gimme a few minutes), then we have just stretched the game of Dominions to its very limits and beyond. Cool! |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
Yup, it's the spell slots. We need to free up 7 of them.
Burnsaber, you mentioned Curse of the Four Horsemen as being 5 slots and droppable, I think? Krakensong is bugged anyway, so that can go. And maybe Rite of AshkEnte or Soul Harvest? I think either could be a bit unbalancing in favour of heavy Death nations. If anyone has suggestions for which spells to crop, please make them. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
In other news,Unsanity is on llamaserver.
Since I can still alter game settings to correct the mod for a final version, you can submit your pretenders as and when you like. |
Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
There's no need to scrap spells. Overwrite some.. let's Ashdod & Hinnom national spells.
So instead of having #newspell "XXXX" (spell Stuff) just change the starting lines to 10 last spells to #selectspell "Strange Fire (for example)" #clear (so that it's not restricted anymore) (spell Stuff) |
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