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-   -   Tourmaline - Mod Nations Game (Finished) (http://forum.shrapnelgames.com/showthread.php?t=43515)

rdonj July 8th, 2009 06:20 AM

Re: Tourmaline - Mod Nations Game
 
Quote:

Originally Posted by Sombre (Post 700388)
Interesting game. I think you're going to be beset by random issues from having that many mods, but if you can cope with it and get started for good without too much drama and hassle then you'll do fine.

We have run a couple of all mod nation games before and the hassle of random problems caused them to kinda collapse.

Yeah, this could easily be mod conflict hell. I'm going to try to iron out all the bugs before the game starts, but there's no guarantee I'll catch everything. I just hope nothing really bad sneaks its way into the final version.

Llama- I have no idea how I didn't notice. I played a bunch of quick test games on aran with the tomb kings recently and never noticed heavy cavalry being equipped with divine flails. Maybe I just didn't watch the right battle replays?

the Vanishag July 8th, 2009 03:41 PM

Re: Tourmaline - Mod Nations Game
 
Quote:

Originally Posted by rdonj (Post 700377)
Compel Maero used to be 11+ ;) I take it that wasn't intended. I think they would be reasonably fair at 2-3 per cast. At 1 a cast... well, you could make a case for them, but they probably would not be worth the mage time.

Yeah, at 1/cast I wasn't planning on using them at all. They were supposed to be 2-3/cast... that's me not (sufficiently) testing my mods again. :re: I'll go fix it.

rdonj July 8th, 2009 04:41 PM

Re: Tourmaline - Mod Nations Game
 
Okay, I'll check the new version out later today. Then I think tomorrow I will try to get the mod put together. I'll see how many bugs I can iron out myself, but I would highly appreciate it if the other players went out bug hunting as well. This would put us starting on saturday or sunday assuming everything goes to plan.

Trumanator July 8th, 2009 04:55 PM

Re: Tourmaline - Mod Nations Game
 
Sounds good.

On a scheduling note, me and my family are leaving on vacation thursday the 16th, and I won't be back until saturday the 25th. I expect internet access to be little to nonexistant. I probably should have thought of this beforehand, but if you would like me to either A) find a sub for the intervening days or B)simply bow out, I would be prepared to do so. If you would prefer to just start the game a little later thats fine too, but I would hate for everyone to be waiting on me. Sorry for forgetting about this until now.

rdonj July 8th, 2009 05:04 PM

Re: Tourmaline - Mod Nations Game
 
I think option A or B would be best personally, but I will let the majority decide. I don't suppose frozen lama would be available to sub for you :P

Gregstrom July 8th, 2009 05:33 PM

Re: Tourmaline - Mod Nations Game
 
Quote:

Originally Posted by llamabeast (Post 700217)
In the next six weeks I have to ... practice an improvised comedy show (almost every weekend) and take it up to the Edinburgh festival for a week-long run.

What's the show? I'm tempted to turn up :)

Edit: and which venue?

Trumanator July 8th, 2009 05:36 PM

Re: Tourmaline - Mod Nations Game
 
Quote:

Originally Posted by rdonj (Post 700486)
I don't suppose frozen lama would be available to sub for you :P

lol I wish, he would probably do better than I would. Its a both cool and a little annoying how much better he is at a game I introduced him to. :)

llamabeast July 8th, 2009 09:45 PM

Re: Tourmaline - Mod Nations Game
 
Gregstrom: Yes, you should come! Do!

The show is "An Improvised History of Absolutely Everything", it's on at Augustine's (on George IV Bridge), 25th August - 1st September. I can't remember the exact time, but it's something like 2.30pm. If you come (do!) make sure to hang around outside the theatre afterwards to say hello.

llamabeast July 8th, 2009 09:45 PM

Re: Tourmaline - Mod Nations Game
 
I can sub for Trumanator. Would be fun.

chrispedersen July 8th, 2009 11:11 PM

Re: Tourmaline - Mod Nations Game
 
Quote:

Originally Posted by llamabeast (Post 700506)
Gregstrom: Yes, you should come! Do!

The show is "An Improvised History of Absolutely Everything", it's on at Augustine's (on George IV Bridge), 25th August - 1st September. I can't remember the exact time, but it's something like 2.30pm. If you come (do!) make sure to hang around outside the theatre afterwards to say hello.

Rehearsing something for six weeks for an improvised history.. hmmm....

still edinburgh in the winter... wistful....

Gregstrom July 9th, 2009 02:34 AM

Re: Tourmaline - Mod Nations Game
 
If I didn't live in Edinburgh, I too would become wistful for the winters. Oh, the cold and the horizontal rain...

Luckily the festival is in the summer, so you get nice things like traffic disruption and crowds of tourists instead :p

(I jest - August is really quite pleasant on average)

rdonj July 9th, 2009 03:50 AM

Re: Tourmaline - Mod Nations Game
 
Quote:

Originally Posted by llamabeast (Post 700507)
I can sub for Trumanator. Would be fun.

Thank you llama, that makes things much, much easier.

rdonj July 9th, 2009 05:38 AM

Re: Tourmaline - Mod Nations Game
 
Tangaroa Tohunga lose sacred status when they enter the water. That should probably be changed. Anyway, I think that's it for bugs easily observable.

rdonj July 9th, 2009 06:17 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
I'm pretty sure we've got everyone we're going to get, so I went ahead and made the .dm file. I haven't had a chance to check it over and make sure nothing was messed up in the great combining, so I'm still going to wait on releasing it.

We should also decide on the map now. We have 9 players. We can play on shahrivar, we'd have 18 provs a player. A little bit big, but probably not awful. Or if people prefer another map they can go ahead and suggest it and we'll look into it.

Executor July 9th, 2009 06:19 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
I say we stick with Shahriver.

Trumanator July 9th, 2009 06:33 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
Shariver sounds fine to me.

llamabeast July 9th, 2009 06:45 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
Would you mind just checking that my stupid Divine Flail bug has been fixed by the mod combining rdonj? It probably has. I'll just feel a bit silly if your game gets sabotaged by indy knights with divine flails. It's particular bad for Tomb Kings in fact!

Trumanator July 9th, 2009 06:49 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
Well actually in the game I encountered them I won the battle! However, I think that had more to do with there being only about 5 heavy cavs.

Executor July 9th, 2009 07:03 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
Yeah, but someone could recruit them and use them to crush you into the ground.

Trumanator July 9th, 2009 07:06 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
True, that had occurred to me later...

rdonj July 9th, 2009 07:09 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
Quote:

Originally Posted by llamabeast (Post 700647)
Would you mind just checking that my stupid Divine Flail bug has been fixed by the mod combining rdonj? It probably has. I'll just feel a bit silly if your game gets sabotaged by indy knights with divine flails. It's particular bad for Tomb Kings in fact!

I read this post and I suddenly realized... I forgot to include cbm! Well, that part is fixed now anyway. Do you happen to know where exactly the conflict is? That would save me a lot of time. After running the script it gave me a "duplicate armor definition" error, but nothing else. So at least your script isn't complaining that there's an error with the divine flail.

Also, a fun fact - this mod is 697 pages long in word. A lot of that is CBM though, which I dearly hope I won't have to pay too close of attention to.

edit: I looked briefly at the divine flail weapons and none of them are assigned to anything weird by the mod. So unless there is a conflict with a vanilla weapon it doesn't seem to be an issue.

llamabeast July 9th, 2009 08:19 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
The problem I think (I have only just looked, naughtily!), is that I do #newweapon 710 Divine Flail, and CBM does #newweapon 710 warhorse hoof. However if I remember how it works correctly the script will have fixed that, since it's exactly the kind of conflict it's meant to fix.

Sorry about that, should have just sat and thought for a minute instead of posting!

rdonj July 10th, 2009 06:04 AM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
Yeah, your script fixed that, there should be no issues with divine flail-wielding knights.

viccio July 10th, 2009 08:02 AM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
If possible I would like to play with "Tharoon, Decadent Overlords" or "Tarent, Rise of Technology"

rdonj July 10th, 2009 09:19 AM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
I'm not sure I feel inclined to include tarent in the game. They seem too undominionsy, with their automatons and guns, they seem out of place compared to the others. Tharoon I'm more inclined to bring in. So I will include them in the mod.

rdonj July 10th, 2009 11:17 AM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
Known bugs so far:

Sons of the Sun have no weapon
Lord of the summer plague lacking ranged weapons

Once those are fixed I'll release the mod for people to play with. If any further bugs are found I will fix those asap.

Edit: if burn/llama/sombre are still reading this thread... how many free spell slots are there? We're at 135 for the mod here.

rdonj July 10th, 2009 11:38 AM

Re: Tourmaline - Mod Nations Game
 
Quote:

Originally Posted by llamabeast (Post 700219)
Quote:

Also remember that the llama's mod combiner script doesn't take into account magic site recruitables, so you'll have to set capital only troops (and the Alugran change to Bringand Lair) by hand.
Man, I really should fix that. I didn't realise it affected capital only troops, does it really? Next week!

For the record, the script handled this just fine.

rdonj July 10th, 2009 12:11 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
Hmm. There was a bug in flood of serpents, for some reason llama the script did not know to change the damage number when the serpents of sotek changed id numbers. Looking more closely at the spell, there was a misspelling in fatiguecost that caused the spell not to work right. could tat have caused your script to ignore the spell?

rdonj July 10th, 2009 12:37 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
Alright, all known bugs are dead. I'll be uploading the mod shortly, and then, yay, I get to start looking at how to fix up the map for us. The game will start on sunday unless we start finding a lot of bugs with the mod.

Also llama - the error with sons of the sun was only for nehekhara, or at least as far as I checked. It's because nehekhara alters the son of the sun after cbm changes the weapons, and the flails are renumbered by the mod script. So it goes looking for weapons that I don't think are there.

Edit: Files uploaded in both .zip and .rar format. Enjoy.

rdonj July 10th, 2009 02:55 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
I've just realized lizards aren't cap only yet. So I'll definitely be releasing a different version of the mod later to fix that. But for the moment go ahead and use the current version for playtesting.

viccio July 10th, 2009 03:11 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
Quote:

Originally Posted by rdonj (Post 700740)
I'm not sure I feel inclined to include tarent in the game. They seem too undominionsy, with their automatons and guns, they seem out of place compared to the others. Tharoon I'm more inclined to bring in. So I will include them in the mod.

i don't understand if i'm in game or not

rdonj July 10th, 2009 03:55 PM

Re: Tourmaline - Mod Nations Game (last day of recruitment)
 
You are. You get tharoon.

Trumanator July 11th, 2009 01:15 AM

Re: Tourmaline - Mod Nations Game (bug hunting)
 
So are we going with pre-set starts or not? IMHO it is going to be very necessary, since when I started up a game with all the nations I got several that had only 2-3 neighbors, and at least one instance of 2 nations sharing a neighbor.

rdonj July 11th, 2009 07:38 AM

Re: Tourmaline - Mod Nations Game (bug hunting)
 
Yeah, I'm going to do pre-set starts. Bug hunting the mod yesterday took a lot of time and frankly I was just too tired to want to mess with the map at that point. But I will probably release a map later today. If not then early sunday.

rdonj July 11th, 2009 11:22 PM

Re: Tourmaline - Mod Nations Game (bug hunting)
 
Okay, turns out I won't be able to get the map done tonight. Sorry about that. I will get that done as soon as I can tomorrow. I am looking at two potential maps. One with starts balanced geometrically and another taking geography more into account. If I do both of them I will submit both and have you guys decide which seems more fair. Or I will just do the one that is mostly planned out.

rdonj July 12th, 2009 09:00 AM

Re: Tourmaline - Mod Nations Game (bug hunting)
 
Alright, the corrected version of the Tourmaline mod and the geometrically based map have been uploaded to the first post of the thread. I'll release the geographically-based one a little later today.

rdonj July 12th, 2009 12:40 PM

Re: Tourmaline - Mod Nations Game (bug hunting)
 
2 Attachment(s)
Here's the geographic version of the map. I reached the upload limit for the first post so I have to put it here. Please state your map preferences, I hope to start the game sometime tonight.

rdonj July 12th, 2009 02:16 PM

Re: Tourmaline - Mod Nations Game (bug hunting)
 
2 Attachment(s)
Just realized I never gave out the .tga for the map. Sigh. Well, hopefully that hasn't been too much of a bother. Image attached to this post, again in .rar and .zip format.

Lavaere July 12th, 2009 07:14 PM

Re: Tourmaline - Mod Nations Game (bug hunting)
 
Started two tests, sadly they both show as the same name so not sure which is which. But I prefer the one that actually found a start

rdonj July 12th, 2009 07:46 PM

Re: Tourmaline - Mod Nations Game (bug hunting)
 
Both of the maps work fine for me. Did you use random nation assignment? There are no water starts in either map, so if any water nation was chosen that would cause the game to crash.

Lavaere July 12th, 2009 09:38 PM

Re: Tourmaline - Mod Nations Game (bug hunting)
 
ah ok, maybe thats what happen. and it looks so purrdy. well either way I don't mind which one or what type of start really

rdonj July 12th, 2009 10:00 PM

Re: Tourmaline - Mod Nations Game (bug hunting)
 
Okay well, not having heard either way I'm going to go with my preference, which is the geometric design from the first post of the thread. I'll set the game up now and hopefully we can get all pretenders submitted in the next day or two.

Edit: Or not? The llamaserver seems to be confused. I will have to pm llama about this. As he is away at the moment we may have to wait a few days to start the game. Hrmm.

rdonj July 13th, 2009 07:16 PM

Re: Tourmaline - Mod Nations Game (bug hunting)
 
Llamabeast has identified the issue. Unfortunately I had to alter the name of the map image and change the .map file. So you will have to download these again from the first post. Hopefully with this done all our issues will be out of the way and we can move on with the game. Also I will set the game up shortly, so prepare your pretenders everyone.

Also, please make sure you have the correct version of the mod. Only 5 people have downloaded the new version out of 9 who need to. If you don't download the new version you will be plagued with battle replay bugs.

rdonj July 13th, 2009 07:56 PM

Re: Tourmaline - Mod Nations Game (bug hunting)
 
Ignore that the map claims to be albatha, somehow I messed up the referral post when uploading the map.

rdonj July 14th, 2009 04:34 PM

Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
 
Note the thread title... ;)

statttis July 14th, 2009 06:39 PM

Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
 
The Tourmaline mod seems to be missing some stuff. It crashes when I try to make a pretender.

rdonj July 14th, 2009 06:56 PM

Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
 
Please PM me with details. What pretender? Do you get a crash message? Do you have any other mods enabled? In particular, CBM will definitely cause crashes while using the tourmaline mod as it incorporates cbm into it.

rdonj July 14th, 2009 09:19 PM

Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
 
You may notice that the mod on the first page has changed again. You do not need to re-download it if you got the last one. I had to upload a new version because not everyone had gotten the image files from the first download. Nothing about the actual mod itself was changed.

Alpine Joe July 15th, 2009 09:18 PM

Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
 
So I was trying out these mod combinations, and the lizard nation has these saurus oldblood's that are ridiculous with these mod combos. whoever plays them will have to not use the oldbloods.

rdonj July 15th, 2009 11:04 PM

Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
 
What is it making the oldbloods ridiculous? Looking at them I am almost 100% sure that they are no stronger than they are vanilla. There is no doubt that they are good, but...

1. They are cap only
2. They therefore compete with 4th gen slann
3. In the early game using them means giving up recruitment of a mage that you really, really want.

So it's really hard to use them effectively. I will recruit some, but it won't be for a while. And when I do it will be largely to move armies around. So you really don't have to worry about it. But seriously, they're no stronger here than they normally are, and I would hardly say they're ridiculous. Maybe they are a little on the cheap side for what they offer... but they have nothing on real SCs.


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