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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.
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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.
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Re: Blood Red (closed - setting up)
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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 |
Re: Blood Red (closed - setting up)
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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) |
Re: Blood Red (closed - setting up)
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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?
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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....
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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.
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Re: Blood Red (closed - setting up)
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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.
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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.
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Re: Blood Red (closed - setting up)
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Re: Blood Red (closed - setting up)
Oooh, Nehekara's guys aren't undead...which is a bit critical!
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Re: Blood Red (closed - setting up)
lol, that is something which you want to take note of. The troops are undead though.
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Re: Blood Red (closed - setting up)
No- I mean there is a bug in the mod bundle...none of the troops are undead!
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Re: Blood Red (closed - setting up)
Well thats not right :O
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Re: Blood Red (closed - setting up)
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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 ;).
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Re: Blood Red (closed - setting up)
Just out of curiosity, how is this better than Llama's script?
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Re: Blood Red (closed - setting up)
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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.
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Re: Blood Red (closed - setting up)
If you `grep Bad bloodred.dm` you will find:
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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" |
Re: Blood Red (closed - setting up)
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Sorry to sound crabby, here is the latest perfect version... really this time it's perfect.
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Re: Blood Red (closed - setting up)
Thanks for the explanation pyg, I thought I'd caught that in an earlier revision but apparently not.
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Re: Blood Red (closed - setting up)
Pyg is a bit of a legend. Remember to shower him with sexy forum e-thanks.
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Re: Blood Red (closed - setting up)
Alright, last call for any fixes to the mod. Game goes up tomorrow.
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Re: Blood Red (closed - setting up)
Baalz, did we settle on a map?
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Re: Blood Red (closed - setting up)
I was leaning towards Parganos, but remain open to any strong preferences.
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Re: Blood Red (closed - setting up)
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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. |
Re: Blood Red (uploading pretenders - 4/8)
Ferrosal - can you confirm that you uploaded your pretender after ghoul?
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Re: Blood Red (uploading pretenders - 4/8)
Looks like Skaven might not have used the correct mod when setting things up.
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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.
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Re: Blood Red (uploading pretenders - 4/8)
i received a turn for both the dwarves and skaven
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Re: Blood Red (uploading pretenders - 4/8)
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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.
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Re: Blood Red FIGHT ON!)
Looks like Alpine Joe is gonna stale...
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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 |
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
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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
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Re: Blood Red FIGHT ON!)
Hmmm...there seems to be a bug with the Hero's Blade.
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Re: Blood Red FIGHT ON!)
What sort of bug?
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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 |
Re: Blood Red FIGHT ON!)
... I wish pyg would test his mod more thoroughly.
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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.
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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:(
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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. |
Re: Blood Red FIGHT ON!)
Regardless of what's decided I think you're awesome pyg. Thanks
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Re: Blood Red FIGHT ON!)
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I vote we keep playing without the Hero Blade. Thanks for the work Pyg! |
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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