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-   -   MP: Unsanity... surely this is modness! (http://forum.shrapnelgames.com/showthread.php?t=43111)

Fakeymcfake May 15th, 2009 10:49 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players
 
I'll join up as well, and I'll throw Arcoscephale into the pot.

Oh and I'm wondering if we'll have time to play around with whatever nation we get assigned since we'll have quite a few mods to get used to.

Gregstrom May 15th, 2009 12:06 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players
 
Welcome to the game, fakey. I imagine giving people a few days to pick up a bit about the mods would be a reasonable thing to do.

Only 2 spots left now - excellent!

simonlost May 15th, 2009 12:54 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players
 
I'd like to join the game.

Gregstrom May 15th, 2009 01:17 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players
 
Yeah, sure thing. You'll need to nominate a nation to be put into the draw, though.

simonlost May 15th, 2009 04:57 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players
 
Quote:

Originally Posted by Gregstrom (Post 691127)
Yeah, sure thing. You'll need to nominate a nation to be put into the draw, though.

C'tis

Gregstrom May 15th, 2009 05:03 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players
 
Ooh, a potential power nation joins the mix. I'll write it up.

Burnsaber May 15th, 2009 11:54 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
I just did a quick test game. CPCS + Mytheolgy + Holy War: Divine + Magic Site mod + CBM 1.5 run along fine.

Burnsaber May 16th, 2009 12:26 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Althought casting (just casting, not monthly casting) the Mytheology divine rituals seem to crash the game for me. Could someone else confirm if this is true in their end too?

I'm suspecting that something in the newest patch broke divine rituals, I encountered this while making divine rituals for Holy War (and was the ultimate reason to leave them out from the mod.)

If the rituals are broken, I suggest that you make a version of mytheology without them (so that no-one can even accidentally send a "crash" turn, which causes everyone to stale automatically.)

Gregstrom May 16th, 2009 01:51 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Mytheology's divine spells make the game crash for me too.

Removing the spells shouldn't be too hard even for a dunce like me :D

I'm also tempted to concatenate the mods with llamabeasts app - I think it's perl, though, and I have no familiarity with perl nor AFAIK any way to run it.

I'd be happy to throw Holy War and CBM 1.5 into the mix too - if anyone has strong objections to this, please speak now.

Scarlioni May 16th, 2009 08:39 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
If there is space for one more then I'd like to join.


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