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-   -   Blood Red FIGHT ON!) (http://forum.shrapnelgames.com/showthread.php?t=44703)

Trumanator January 22nd, 2010 06:38 PM

Re: Blood Red (closed - setting up)
 
Well Tourmaline had 8 mod nations, and we didn't have any problems. By my count we have 7 here.

Tollund January 22nd, 2010 07:59 PM

Re: Blood Red (closed - setting up)
 
Are you using the most recent (0.8) version of the Ogre Kingdoms mod? Because the most recent version gives slaughtermasters a 100% FE random and has pitfighters, maneaters and bulls with different gold and resource costs.

pyg January 22nd, 2010 10:51 PM

Re: Blood Red (closed - setting up)
 
1 Attachment(s)
Quote:

Originally Posted by Tollund (Post 727688)
Are you using the most recent (0.8) version of the Ogre Kingdoms mod? Because the most recent version gives slaughtermasters a 100% FE random and has pitfighters, maneaters and bulls with different gold and resource costs.

Fixed. I compared the versions I have with Sombre's mod list and on there it says the latest version is 0.7.

Quote:

Originally Posted by Sombre (Post 727681)
'sprnbr too high' can also turn up halfway through a game, btw. It used to be a major pain in the *** when trying to use mod nations. The limits have been increased, but are still there. One of the reasons I've never tried to start another big all mod nations game.

This mod has the following:
Nations: 8
Monsters: 374
Magic Sites: 20
Weapons: 146
Armor: 50
Spells: 123
TGAs: 510

Looks like we have 12 Spell slots left. Does 510 sound like to many sprites? More testing now would be good!

#5

rdonj January 22nd, 2010 11:53 PM

Re: Blood Red (closed - setting up)
 
Quote:

Originally Posted by Trumanator (Post 727682)
Well Tourmaline had 8 mod nations, and we didn't have any problems. By my count we have 7 here.

Well, in Tourmaline one of those mod nations had a VERY small number of sprites. I'm surprised I didn't get that issue in Tourmaline though, considering.

Burnsaber January 23rd, 2010 04:36 AM

Re: Blood Red (closed - setting up)
 
510 sounds like a lot. I'd recommend to give the thing some extensive testing before going for the MP game (perhaps play a SP game with the nations to turn 60+ or something).

One way you can decrease the amount of sprites is to get rid of national pretenders that are not in use. Since Pyg is a outsider, each player could just tell him if he is going to use some national pretender or not.

If the limit is tied to how much custom-sprites are shown in combat, you could try to find units whose sprites could be replaced by #copyspr commands. Sure, it won't be as pretty but I'd guess that function comes before aesthetics in this case. (Alugran human infantry comes to mind as being easy to replace with vanilla sprites)

pyg January 23rd, 2010 12:04 PM

Re: Blood Red (closed - setting up)
 
Quote:

Originally Posted by Burnsaber (Post 727734)
510 sounds like a lot. I'd recommend to give the thing some extensive testing before going for the MP game (perhaps play a SP game with the nations to turn 60+ or something).

In testing I did a year ago, I thought I found the hard limit to be close to 1000, but I'm still very unsure. Anyway, I've been begging for testing because this is a pretty crazy mod and there are still bugs in DMG, not to mention my mistakes.

Trumanator January 26th, 2010 06:13 AM

Re: Blood Red (closed - setting up)
 
It would be nice to get this game off the ground. How far are we with the mod pyg?

pyg January 26th, 2010 12:31 PM

Re: Blood Red (closed - setting up)
 
Well, no one has said anything is wrong with the latest version, but it looks like only one person has looked at it....

Tollund January 26th, 2010 01:02 PM

Re: Blood Red (closed - setting up)
 
The only thing I noticed in a quick overview is a Marverni Horn blower as a pretender choice for the Ogres.

pyg January 26th, 2010 01:54 PM

Re: Blood Red (closed - setting up)
 
Quote:

Originally Posted by Tollund (Post 728362)
The only thing I noticed in a quick overview is a Marverni Horn blower as a pretender choice for the Ogres.

Thanks, but this seems to be quirk from CBM (line 7809) which does something to Champion of the Horn and then #restrictedgod 79 which happens to be the Ogres nation number in this mod. Is this in CBM for a mod nation, because 79 is not a default nation. grep says this is the only #restrictedgod in CBM as well. I can fix this easily for the game by removing this line from the mod or renumbering the nations, but I won't submit another mod just for this change.

Tollund January 26th, 2010 02:19 PM

Re: Blood Red (closed - setting up)
 
Yah. I'm not worried about it just wanted to let you know what I saw that might be messed up.

pyg January 26th, 2010 02:25 PM

Re: Blood Red (closed - setting up)
 
If someone (or several) would play this in SP to turn 40+ I'm ready to declare this mod go.

Sombre January 26th, 2010 02:58 PM

Re: Blood Red (closed - setting up)
 
Quote:

Originally Posted by pyg (Post 728371)
Thanks, but this seems to be quirk from CBM (line 7809) which does something to Champion of the Horn and then #restrictedgod 79 which happens to be the Ogres nation number in this mod. Is this in CBM for a mod nation, because 79 is not a default nation. grep says this is the only #restrictedgod in CBM as well. I can fix this easily for the game by removing this line from the mod or renumbering the nations, but I won't submit another mod just for this change.

It's just qm moving the hornblower to an unused nation slot. Because he copystatted a pretender to get the summon lionsin battle effect, if it isn't restricted it turns up for everyone.

Baalz January 26th, 2010 06:56 PM

Re: Blood Red (closed - setting up)
 
Oooh, Nehekara's guys aren't undead...which is a bit critical!

Trumanator January 26th, 2010 06:57 PM

Re: Blood Red (closed - setting up)
 
lol, that is something which you want to take note of. The troops are undead though.

Baalz January 26th, 2010 07:05 PM

Re: Blood Red (closed - setting up)
 
No- I mean there is a bug in the mod bundle...none of the troops are undead!

Trumanator January 26th, 2010 07:06 PM

Re: Blood Red (closed - setting up)
 
Well thats not right :O

pyg January 26th, 2010 09:44 PM

Re: Blood Red (closed - setting up)
 
1 Attachment(s)
Thanks everyone for finding all these bugs. I'm sorry it's taking so long. On the up side, I hope to release a tool in the future capable of putting together arbitrary mods and resolving all compatibility issues. This is a rather complex task and in this mod requires the modification of 1452 lines (5% of the mod). Anyway, here is another version that I swear is perfect ;).

Trumanator January 26th, 2010 09:52 PM

Re: Blood Red (closed - setting up)
 
Just out of curiosity, how is this better than Llama's script?

pyg January 27th, 2010 12:06 AM

Re: Blood Red (closed - setting up)
 
Quote:

Originally Posted by Trumanator (Post 728451)
Just out of curiosity, how is this better than Llama's script?

Well DMG isn't solely a script for combining mods. That's just one of the things it can do. Functionally, I don't know that it is a lot better at this point. I cribbed heavily from his script to see all the things I needed to do. It sounds like he still has some bugs in his script as well. I think my regular expression kung-fu is better (~80 lines -vs- ~900). I've also added some features like packing all the sprites, rolling arbitrary .dm, etc. I guess to assess their qualities you could try and do this mod with combineMods and compare them. Anyway, I didn't set out to rewrite his script.

Gregstrom January 27th, 2010 06:09 PM

Re: Blood Red (closed - setting up)
 
I hate to say it, but there are a couple of issues with Themiskyra. Sprites for at least the Peryton rider, Onyx Maiden and national flag are wrong.

pyg January 27th, 2010 06:42 PM

Re: Blood Red (closed - setting up)
 
If you `grep Bad bloodred.dm` you will find:

Code:

Bad File Name: /themiskyra/AmazonEmpireMod.tgaBad File Name: /themiskyra/Peryton1.tgaBad File Name: /themiskyra/Peryton2.tgaBad File Name: /themiskyra/Onyxmaid1.tgaBad File Name: /themiskyra/Onyxmaid2.tgaBad File Name: /themiskyra/Fairy1.tgaBad File Name: /themiskyra/Fairy2.tgaBad File Name: /themiskyra/lionrider1.tgaBad File Name: /themiskyra/lionrider2.tgaBad File Name: /themiskyra/caryatid1.tgaBad File Name: /themiskyra/caryatid2.tgaBad File Name: /themiskyra/fountain1.tgaBad File Name: /themiskyra/fountain2.tgaBad File Name: /themiskyra/daughter2.tgaBad File Name: /themiskyra/daughter1.tgaBad File Name: /themiskyra/Crowoman1.tgaBad File Name: /themiskyra/Crowoman2.tgaBad File Name: /themiskyra/storm1.tgaBad File Name: /themiskyra/storm2.tgaBad File Name: /themiskyra/waralc2.tgaBad File Name: /themiskyra/waralc1.tgaBad File Name: /Themiskyra/Themiskyra_banner.tga  "MA Themiskyra v1.32"
This is because these are case mismatches between the Themiskyra mod and the actual filenames. Running this mod on certain OSes this will still work, but anyone running *nix this will crash out missing the flag. If you are taking over this mod Gregstrom (which I highly encourage) you should fix this. I fixed it the first time (by hand), but missed it when you made balance changes. As this is a problem with a mod, not DMG, I will fix it in the next release. Kudos to Sombre whose mods never have this problem.

pyg January 28th, 2010 01:25 AM

Re: Blood Red (closed - setting up)
 
1 Attachment(s)
Sorry to sound crabby, here is the latest perfect version... really this time it's perfect.

Gregstrom January 28th, 2010 03:42 AM

Re: Blood Red (closed - setting up)
 
Thanks for the explanation pyg, I thought I'd caught that in an earlier revision but apparently not.

Sombre January 28th, 2010 08:43 AM

Re: Blood Red (closed - setting up)
 
Pyg is a bit of a legend. Remember to shower him with sexy forum e-thanks.

Baalz January 30th, 2010 12:58 PM

Re: Blood Red (closed - setting up)
 
Alright, last call for any fixes to the mod. Game goes up tomorrow.

Aethyr January 31st, 2010 06:50 AM

Re: Blood Red (closed - setting up)
 
Baalz, did we settle on a map?

Baalz January 31st, 2010 12:51 PM

Re: Blood Red (closed - setting up)
 
I was leaning towards Parganos, but remain open to any strong preferences.

Baalz January 31st, 2010 08:54 PM

Re: Blood Red (closed - setting up)
 
Game's up. I used Llama's fixed Parganos.

http://forum.shrapnelgames.com/showt...light=parganos

ghoul31 February 1st, 2010 08:27 AM

Re: Blood Red (uploading pretenders - 4/8)
 
When I sent in my pretender for Dwarves, I had the wrong mods enabled. So llamaserver said that I sent in a prender for Skaven.

I put the correct mod in and sent in the Dwarves again. So hopefully it won't cause a problem.

Baalz February 1st, 2010 10:43 AM

Re: Blood Red (uploading pretenders - 4/8)
 
Ferrosal - can you confirm that you uploaded your pretender after ghoul?

Tollund February 1st, 2010 02:19 PM

Re: Blood Red (uploading pretenders - 4/8)
 
Looks like Skaven might not have used the correct mod when setting things up.

Baalz February 1st, 2010 06:21 PM

Re: Blood Red (uploading pretenders - 4/8)
 
Well, llamaserver started the game automatically when 8/8 were uploaded, I guess I'll wait and see if we've got any problems with the first turn that necessitate a recreation.

ghoul31 February 1st, 2010 07:21 PM

Re: Blood Red (uploading pretenders - 4/8)
 
i received a turn for both the dwarves and skaven

Baalz February 1st, 2010 07:29 PM

Re: Blood Red (uploading pretenders - 4/8)
 
Alright, recreated.

http://www.llamaserver.net/gameinfo.cgi?game=BloodRed2

rdonj February 1st, 2010 09:55 PM

Re: Blood Red (uploading pretenders - 4/8)
 
You actually did not have to recreate the game. You could have unstarted the game and deleted the incorrect pretender. Just for future reference.

Aethyr February 5th, 2010 11:15 AM

Re: Blood Red FIGHT ON!)
 
Looks like Alpine Joe is gonna stale...

Alpine Joe February 5th, 2010 01:14 PM

Re: Blood Red FIGHT ON!)
 
Wait what? I thought we had to restart the game because of a bad pretender. I wasn't playing my turn because I thought it was invalid......Oh well. I will endure the stale.

Edit: I see now that I never got the first turn of Bloodred2, only bloodred one.....Although overnight I did get the 6 hour warning message on Bloodred 2, and then the second turn for bloodred2. Pretty Odd. Oh well, that kind of stuff happens, I suppose

Trumanator February 9th, 2010 05:40 PM

Re: Blood Red FIGHT ON!)
 
I solemnly swear that that really was 1 pd in that province Aethyr. Its not my fault you sent 5 militias and a priest :D

Aethyr February 9th, 2010 07:47 PM

Re: Blood Red FIGHT ON!)
 
No Prob. I figured it couldn't hurt to try, and one has to get rid those unasked for militia somehow. :D

Aethyr February 12th, 2010 12:59 AM

Re: Blood Red FIGHT ON!)
 
Hmmm...there seems to be a bug with the Hero's Blade.

Trumanator February 12th, 2010 01:15 AM

Re: Blood Red FIGHT ON!)
 
What sort of bug?

Aethyr February 12th, 2010 01:18 AM

Re: Blood Red FIGHT ON!)
 
I can't remember what it should be, but Stats are:
Precision: -2
Damage: 10
Number of Attacks: 20
Range: 40
Amunition: 10

Trumanator February 12th, 2010 01:34 AM

Re: Blood Red FIGHT ON!)
 
... I wish pyg would test his mod more thoroughly.

Aethyr February 12th, 2010 01:51 AM

Re: Blood Red FIGHT ON!)
 
I pyg's defense, he did ask for more testers...I was so busy I just could not make the time before the game launched.

pyg February 12th, 2010 09:30 AM

Re: Blood Red FIGHT ON!)
 
Yes Hero's Blade seems to be crossed with the Ogres Scrap Barrage. I'm still figuring out the why and seeing if anymore have problems. Although it is a little complicated the mod can be updated while the game is playing. I will have more details and a fix in ~12 hours. Sorry:(

pyg February 12th, 2010 02:50 PM

Re: Blood Red FIGHT ON!)
 
OK, I've determined what the problem is and I'm certain that it only affects the Hero Blade (the problem is #newitem specific, HB is only new item). The options are now to keep playing and not use the Hero Blade or to do a hot fix. My suggestion is to keep playing without the Hero Blade as the hassle of the fix for players is probably not worth it. If this is not the opinion of players I will happily post a corrected mod and help coordinate the fix.

Again, I apologize for the inconvenience. I checked Llamabeast's combineMods and he does not deal with #newitem at all so this would have been a bug using his script as well. Additionally I'm fixing DMG to accommodate #newitem so this will work better in the future.

Aethyr February 12th, 2010 02:54 PM

Re: Blood Red FIGHT ON!)
 
Regardless of what's decided I think you're awesome pyg. Thanks

Alpine Joe February 12th, 2010 03:41 PM

Re: Blood Red FIGHT ON!)
 
Quote:

Originally Posted by pyg (Post 731201)
OK, I've determined what the problem is and I'm certain that it only affects the Hero Blade (the problem is #newitem specific, HB is only new item). The options are now to keep playing and not use the Hero Blade or to do a hot fix. My suggestion is to keep playing without the Hero Blade as the hassle of the fix for players is probably not worth it. If this is not the opinion of players I will happily post a corrected mod and help coordinate the fix.

Again, I apologize for the inconvenience. I checked Llamabeast's combineMods and he does not deal with #newitem at all so this would have been a bug using his script as well. Additionally I'm fixing DMG to accommodate #newitem so this will work better in the future.


I vote we keep playing without the Hero Blade. Thanks for the work Pyg!

Baalz February 12th, 2010 03:47 PM

Re: Blood Red FIGHT ON!)
 
Indeed, thanks for your selfless work Pyg! Executive decision as the game admin is that the hero blade is banned from this game and we play on. Hopefully nobody was counting on it too much, but trying to switch stuff around mid game seems like too much of a risk.


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