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-   -   Boot Camp - Finished - Soyweiser/Jotunheim wins! (http://forum.shrapnelgames.com/showthread.php?t=46238)

Valerius September 13th, 2010 03:14 AM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
If everyone is ok with it, then of course I'm quite willing to put the game on hold. My concern is just with people losing interest due to the delay.

durecellrabbit September 13th, 2010 08:32 AM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Soyweiser, check you PMs.

rdonj September 13th, 2010 09:30 AM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Quote:

Originally Posted by DragonRider (Post 757815)
Wait...so if I control a province as Marignon, but its dominion is firmly under the influence of Man, and Man has Growth 3, I see three wheat symbols but there's no effect on the income or population growth in that province? But...what if I also have Growth 3? Normally dominion effects gradually change from one side's alignment to another's as dominion strength changes hands, doesn't it? So do I instantly jump from effectively neutral Growth effects to Growth 3 as soon as dominion becomes neutral or friendly in that province? Or do I whittle it down to Growth 0, and then back up to a working Growth 3?

This is no fair. I read the instructions and everything! I should know stuff like this!

Anecdotal evidence that I didn't pay that close of attention to says that I think the growth scale will still increase your population, just not your gold income. Dominion can't really be neutral... except in provinces where no one's dominion has spread to yet. Otherwise it's always positive or negative. But if it's positive, you should instantly jump up to effective growth 3 scales. That dominion shift thing is only for scales that aren't the same.

Don't worry if you don't have this down correctly... dominions has some really strange moments, and there are some questions the manual just doesn't answer. You should also read the "lies my manual told me" thread... because there are some places where it isn't 100% correct, especially after all the patching that's been done.

Soyweiser September 13th, 2010 10:48 AM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Quote:

Originally Posted by durecellrabbit (Post 757863)
Soyweiser, check you PMs.

You have a reply. Sorry about the delay.

Ontopic:

Don't mind a delay, but would rather keep playing. But this early in the game, I think that a sub would really ruin Ragnars plans.

DragonRider September 13th, 2010 02:12 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Yeah, turns 10 through 15 or whatever are probably really formative in terms of getting your midgame strategy moving and setting diplomatic tones for your early neighbors. It's a shame to have to stop playing for so long, but I feel like it'd be worse to mess up the flow for Pythium and everybody around them.

On another note...

To my neighbor to the west, whomever you may be: you would do well to avoid expanding eastward into the province of Tirannea, should you have had any plans to do so. It is clearly within my area of influence, and troops will be en route to assert formal control over it shortly. It would be unfortunate if there were to be an embarrassing international incident.

Ragnars Wolves September 13th, 2010 02:19 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Thank you all for the support!!

I agree that as I am meeting Nations for the first time, this is a crucial time to both stop AND to have a sub. Of course I would prefer an extension but Valerius has said he would sub for me. He is Very good and I would be in very capable hands, and if everyone wants to move forward I will accept his gracious offer and fill him in on what I am trying to accomplish. But right now is where I might make a mistake and he won't, I just want to make sure YOU guys decide, but we need to decide NOW as I leave in about 36 hours.

Just let me know..:D

Valerius September 13th, 2010 02:47 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Ragnars Wolves, please PM me some info on what you would like done. It seems there's some support for putting the game on hold but if we do continue I'd like some guidelines to give to a sub or follow myself.

Another option is we can temporarily go to 48 hour hosting to keep the game moving but minimize the number of turns you miss.

durecellrabbit September 13th, 2010 03:04 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
I don't mind a timer increase to minimize the number of turns.

Duncan_Frost September 13th, 2010 05:05 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Letting Valerius sub in, while also increasing the timer, seems like the best idea to me. :)

Ragnars Wolves September 13th, 2010 06:42 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
OK, that will be the plan. But remember guys, 48 hours only means IF you WAIT 48 hours before sending in your turn. Sending it in as we all have been (congrats to a GREAT crew on keeping agame moving) I will still miss around 7 turns instead of 3.

I KNOW Valerius can do wonders for me in that amount of turns and hopefully point me in a direction I have failed to see. I will do the next turn and then will hand it over. To those I have treaties with, they will be explained FULLY and there is nothing to worry about.


Rags

Valerius September 13th, 2010 08:23 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Quote:

Originally Posted by Ragnars Wolves (Post 757931)
OK, that will be the plan. But remember guys, 48 hours only means IF you WAIT 48 hours before sending in your turn. Sending it in as we all have been (congrats to a GREAT crew on keeping agame moving) I will still miss around 7 turns instead of 3.

No problem. I'll switch to 48 hour hosting and turn off quickhost. This means that even if all turns are in the game will not host until a full 48 hours have elapsed.

Duncan_Frost September 14th, 2010 01:26 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Arena deathmatch, hmm? It's tempting...

Edit: Oh hi there Shinuyama, how are you, my tiny goblin friends?

Groundworm September 14th, 2010 05:38 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Greetings, C'tis. We are well, and we thank you for asking. How are the lizard people faring?

Also, check your PMs. :)

Ragnars Wolves September 14th, 2010 05:49 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
durecellrabbit,

You are the last one to submit your present turn. If you could get this one in I could do 1 more tonight before I leave and turn it over to Valerius and that way maybe only miss 2 turns.

If you can't I will just forward the info to Valerius and focus on not getting bit by a REAL Pythium like creature this week!!

Ragnars Wolves September 14th, 2010 05:53 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
WOW....i'm a Corporal now (don't feel any smarter....but I MUST be since they promoted me)!!

OK all you Privites...LAY DOWN YOUR ARMS AND SURRENDER!!! (Lets see how far thisa gets me).

Ragnars Wolves September 14th, 2010 09:04 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Ok Gentlemen, I am turning it over to Valerius while I hack my way thru the Jungle. Any diplomacy needs to go thru him and he has my full confidence on any move he decideds to make.

I have filled him on on treaties and they will be observed.

And to those watching the graphs....I have about 2 more provinces and I will be for the most part done expanding, so someone else can take the lead.;)

With a 48 hour turnaround I should miss 2 turns as I will be back around 3 PM CST I am -5 GMT to our friends in other countries.

Have a GREAT weekend and I am going on a trip of a lifetime!!!:D

Valerius September 14th, 2010 09:38 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Have fun!

Did you send me info on diplo agreements? I don't recall getting anything, though I assume you are at peace and I intend to keep it that way.

Also, any info on what you would like built/recruited/researched?

Ragnars Wolves September 14th, 2010 09:44 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
LOL, I think I wrote a novel, check PM's and thanks!!

Guys, Have a GREAT weekend and will see you MONDAY!!

Valerius September 14th, 2010 10:01 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Yes, got it! :)

Ok, everyone, we are temporarily on 48 hour hosting. This will also postpone the current turn by 24 hours. And I've turned off quickhost so we will use the full 48 hours for every turn.

If everything goes smoothly the regent of Pythium will be in place for only two months. :)

durecellrabbit September 15th, 2010 01:36 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Quote:

Originally Posted by Valerius (Post 758080)
Yes, got it! :)

Ok, everyone, we are temporarily on 48 hour hosting. This will also postpone the current turn by 24 hours. And I've turned off quickhost so we will use the full 48 hours for every turn.

If everything goes smoothly the regent of Pythium will be in place for only two months. :)

This current turn (10) or from next turn?

Valerius September 15th, 2010 03:18 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Quote:

Originally Posted by durecellrabbit (Post 758144)
This current turn (10) or from next turn?

Doh! You're right - it should have been next turn. Ok, I'm not going to rollback the hosting time since that often doesn't end well. But I'll turn on quickhost again so once Marignon's turn arrives the game will host. Then I'll turn off quickhost until Ragnar returns.

DragonRider September 15th, 2010 04:15 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Whoops. Sorry for holding things up. Once I saw that quickhost had already been turned off, I figured it wouldn't matter if I dragged my feet a bit while I waited to see if Abysia responded to my PM before I had to lock in my turn. If we agreed on something that changed my immediate plans, I'd have had to redo my turn, which would also entail re-writing potentially lengthy missives to Caelum, so I tried to wait before I finalized everything.

I'll have it submitted in a few minutes.

Valerius September 15th, 2010 05:37 PM

Re: Boot Camp - Newbie intro to Dominions MP - Send pretenders!
 
Quote:

Originally Posted by DragonRider (Post 758169)
Whoops. Sorry for holding things up. Once I saw that quickhost had already been turned off, I figured it wouldn't matter if I dragged my feet a bit while I waited to see if Abysia responded to my PM before I had to lock in my turn.

Completely understandable. And actually this is why I was tempted to just leave things as-is instead of fixing my error by temporarily restoring quickhost. Making a change and then undoing it is just asking for trouble. The worst case is postponing hosting and then reducing it. Between the time you postpone and then decrease the hosting time someone could check the server and think they have more time left than actually turns out to be the case.

Anyway, thanks for sending your turn so quickly!

So, quickhost is off again and for the next two turns we are on a fixed hosting time. The game will host 21:10 GMT on Friday and Sunday.

Duncan_Frost September 18th, 2010 05:43 AM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Aah... crap, I forgot to send my turn in! >.<

Valerius September 19th, 2010 09:13 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
My two turn stewardship of Pythium has come to an end. As I'd hoped, it was uneventful and I was able to just follow Ragnar's instructions.

So I am now turning quickhost back on (meaning effective immediately the game will host when all turns are in) and returning the hosting interval to 24 hours (note that this will not roll-back the current deadline set for 21:10 GMT Tuesday).

Ragnars Wolves September 20th, 2010 03:34 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
GREETINGS....

Back the no worse for wear (except bug bites as big as my fist!!)

You can turn it back over to me and I will do the turn this afternoon ot tonight.

Thanks to all for putting up with quickhost being off and a BIG thanks to Valerius for helping not only me but the whole game out by keeping it moving.

THANK YOU VALERIOS!!!

(if you could just give me a paragragh on what went down I would appreciate it, especially any diplomacy that affects me and others).

Soyweiser September 22nd, 2010 04:30 AM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Welcome back Ragnar!

And of course thanks Valerious. As always :)

Ragnars Wolves September 22nd, 2010 09:55 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Shinuyama and Pythium dissolve all agreements on turn 16. Hostilties (if any) may begin turn 19.

Groundworm September 22nd, 2010 10:37 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Noted. Just to clarify: we'll be free, if we so choose, to give the order to move our troops into enemy territory on turn 19, and hostilities will then commence on turn 20. If we so choose.

Agreed?

Ragnars Wolves September 22nd, 2010 11:07 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
I think we are jumping the gun on hostilities...there are other reasons why a Nap may be broken. However, for the sake of clarifacation...

Turn 16 gave notice (allows you to start to prepare) turn 1.
Turn 17 is turn 2
Turn 18 is turn 3
Turn 19 is turn 4 Hostilities (IF ANY) may begin.

I would never sneak attack anyone but I DO wonder this for the future...I have NOT seen 1 nap made public in the forum. So....if we are having binding Naps why are we not making them public.

Just a Noob question that seems odd (as I don't want to be stabbed in the back either).

Valerius September 22nd, 2010 11:30 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Quote:

Originally Posted by Ragnars Wolves (Post 759004)
I would never sneak attack anyone but I DO wonder this for the future...I have NOT seen 1 nap made public in the forum. So....if we are having binding Naps why are we not making them public.

See my first post regarding my opinion regarding diplomacy - I never specify anything. Anyone is free to violate a NAP - and accept the consequences.

Quote:

Originally Posted by Ragnars Wolves (Post 759004)
However, for the sake of clarifacation...

Turn 16 gave notice (allows you to start to prepare) turn 1.
Turn 17 is turn 2
Turn 18 is turn 3
Turn 19 is turn 4 Hostilities (IF ANY) may begin.

It seems to me you're saying attack orders can be issued on turn 18, with the battles taking place on turn 19. While Groundworm's understanding is that orders are given on turn 19, with the battles taking place on turn 20. Sound right? If so, you'll need to decide which of your interpretations will apply (I've seen both used for NAP 3's - though more commonly your interpretation). But this is an example of why it's helpful to clarify this.

Soyweiser September 23rd, 2010 06:02 AM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Unrelated to the current discussion.

Damnnit, I hate it when move orders fail.

Sorry about the lack of troops on your cap Caelum. Somebody didn't want to move...

Ragnars Wolves September 23rd, 2010 08:53 AM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
I talked to GW in a PM and hhe didn't say anything about my counter explanation. Actually, I had no idea who was right....I just asked my Dad how it worked (GrudgeBringer)and used his understanding. He said the same thing you did, that different people look at it different ways, and some don't look or care about it at all. I guess the next time I will take 2 extra minutes to figure it out so there isn't a problem and always do it the same way.

GW and I both understand that this is a war game and it isn't personal. In fact, in the only other game I have played (we are on turn 16 or so also) we are allies. But for THIS game, maybe it is good this came up so that everyone can ask how it will work with them and not have a big blowup.

DragonRider September 23rd, 2010 12:01 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Personally, my understanding is that if the message breaking the pact arrives at turn 16, it is appropriate to give invasion orders on turn 18 so the battle happens at 19. The idea is to give the person three turns to prepare before the war starts. Under that interpretation, if the defender has troops three turns away from the border, they can be there to reinforce it before the first battle happens (since movement into friendly territory always resolves before movement into enemy territory). That tells me that the terms were honored.

Soyweiser September 25th, 2010 02:02 AM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Jotunheim now officially mourns the death of our once proud prophet. Borme is dead, and he will be missed.

Is anybody already trading hammers? :)

I would also be open to trade a few nature gems for water gems. (I have spare nature, want some water).

Duncan_Frost September 25th, 2010 08:59 AM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
I have one guy who can make hammers and he's one of my biggest research monkies... but if you really want some then by all means send me your stuff in return

DragonRider September 25th, 2010 12:18 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Oh boy. Two Knight invasions in a row. Gotta love those.

But here's a question. Which of the following is true?

1) If one army routs, but the second army loses its last commander before the battle is totally over, the second army will keep fighting anyway.

2) A hidden scout in a province counts as a commander for any troops fighting in that province, so they won't rout even if all their visible commanders die.

3) Royal Guards are total badasses and think commanders are for suckers anyway.

Because the thing that just happened isn't really in agreement with what I thought I knew about the game. The first one sounds the most reasonable but I could have sworn that it was specifically not true, and that battles could rarely be won by whoever routs the slowest.

durecellrabbit September 26th, 2010 10:26 AM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
We've started on the 20+ turns now and some nations are at war. Is the turn timer going to go up soon?

Valerius September 26th, 2010 02:14 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Quote:

Originally Posted by DragonRider (Post 759209)
Oh boy. Two Knight invasions in a row. Gotta love those.

But here's a question. Which of the following is true?

1) If one army routs, but the second army loses its last commander before the battle is totally over, the second army will keep fighting anyway.

2) A hidden scout in a province counts as a commander for any troops fighting in that province, so they won't rout even if all their visible commanders die.

3) Royal Guards are total badasses and think commanders are for suckers anyway.

Because the thing that just happened isn't really in agreement with what I thought I knew about the game. The first one sounds the most reasonable but I could have sworn that it was specifically not true, and that battles could rarely be won by whoever routs the slowest.

Hidden scouts definitely don't count as commanders. Did you find out anything about option 1? I know the type of situation you're talking about but am not sure that is the mechanic at work.

Quote:

Originally Posted by durecellrabbit (Post 759242)
We've started on the 20+ turns now and some nations are at war. Is the turn timer going to go up soon?

Sorry; hosting interval has now been set to 48 hours (in the process postponing the current turn by 24 hours).

Soyweiser September 29th, 2010 11:29 AM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Epic attacks by Marignon. Methinks Abysia just got destroyed... I think that the only way to stop the inquisition now is to all team up and destroy Marignon for this arrogance!

(Disclamer: I share no border with Marignon, so a call to arms is easy and low risk for me to make ;) ).

Soyweiser September 29th, 2010 12:03 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Quote:

Originally Posted by Soyweiser (Post 759509)
Epic attacks by Marignon. Methinks Abysia just got destroyed... I think that the only way to stop the inquisition now is to all team up and destroy Marignon for this arrogance!

(Disclamer: I share no border with Marignon, so a call to arms is easy and low risk for me to make ;) ).

Another thing, while I'm the first to publicly voice my concern about the growing power curve of Marignon. Others have also done so privately in the past. So, this isn't one man concern ;).

DragonRider September 29th, 2010 02:35 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
And that was the day we all learned a valuable lesson about the importance of province defense!

Not that that alone would have been likely to save them; the entire game up to now has been leading up to this, and a few specific actions in the last 3-4 turns sealed it. I have a list of contingency plans three feet long, a lot of which probably won't ever get employed at this point. Too bad...I was really looking forward to one of them! It would have been glorious and thematic, but it's 3-4 turns out and would be a waste of resources at this point.

Hey Soyweiser, I have a fun idea. Let's have a race! We'll see which happens first: you finish taking Caelum's capital which you've been camping outside of for like a year, or I crush the entire nation of Abysia. Ready...go!

arnob September 29th, 2010 04:18 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Hello All

This is my first and certainly my last e-mail in this game. I currently have some big guys from cold in my capital and I guess they're not here just for the hot tea ...

I try to contruct another fort in another province, but guess what, some independant barbarians invade it just one turn before it finish .... :doh:

Arnob

Valerius September 29th, 2010 04:40 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
It looks like you've got several fights going on here! If things don't go well please try to hang in there until the end (or almost the end) instead of going AI. You'll put up a better last stand than the AI and this really does help make for a better game. Plus, the worse things get, the quicker your turns will be so it shouldn't even take much time. ;)

arnob September 29th, 2010 05:01 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Quote:

Originally Posted by Valerius (Post 759544)
It looks like you've got several fights going on here! If things don't go well please try to hang in there until the end (or almost the end) instead of going AI. You'll put up a better last stand than the AI and this really does help make for a better game. Plus, the worse things get, the quicker your turns will be so it shouldn't even take much time. ;)


I confirm that my last turn was very quick but be sure that I'll play until the end.! Just the time to recruit some militias and I'll kick the big *** of the big giants :D

Arnob

Soyweiser September 29th, 2010 05:29 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Quote:

Originally Posted by arnob (Post 759548)
Quote:

Originally Posted by Valerius (Post 759544)
It looks like you've got several fights going on here! If things don't go well please try to hang in there until the end (or almost the end) instead of going AI. You'll put up a better last stand than the AI and this really does help make for a better game. Plus, the worse things get, the quicker your turns will be so it shouldn't even take much time. ;)


I confirm that my last turn was very quick but be sure that I'll play until the end.! Just the time to recruit some militias and I'll kick the big *** of the big giants :D

Arnob

Without mammoths? (Who should live free, and not in slavery. Free the animals!). I doubt that. Those things really kicked my oversized hiney. I don't like those. I do like militia. Free exp ;).

And I kinda misjudged your fort. Never really paid attention to the defense stat. 700 is quite a lot :) I gather you still have around 250 left right? (Yeah, that is the bad thing about using small elite forces, even when the forces are giants, they don't have enough punch to open up the gates all that quick. And while I have boulder throwers, they only count as 1 giant extra in each siege. I was doubting it was worth the cost of getting the, horrible in combat, expensive, slow, boulder throwers.)

And sorry about the whole attacking you. But I was kinda hemmed in up there, and you where my weakest neighbour. (Who still put up quite a fight).

Jotun 'Peta' Heim

arnob September 29th, 2010 05:40 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Quote:

Originally Posted by Soyweiser (Post 759553)
Quote:

Originally Posted by arnob (Post 759548)
Quote:

Originally Posted by Valerius (Post 759544)
It looks like you've got several fights going on here! If things don't go well please try to hang in there until the end (or almost the end) instead of going AI. You'll put up a better last stand than the AI and this really does help make for a better game. Plus, the worse things get, the quicker your turns will be so it shouldn't even take much time. ;)


I confirm that my last turn was very quick but be sure that I'll play until the end.! Just the time to recruit some militias and I'll kick the big *** of the big giants :D

Arnob

Without mammoths? (Who should live free, and not in slavery. Free the animals!). I doubt that. Those things really kicked my oversized hiney. I don't like those. I do like militia. Free exp ;).

And I kinda misjudged your fort. Never really paid attention to the defense stat. 700 is quite a lot :) I gather you still have around 250 left right?

And sorry about the whole attacking you. But I was kinda hemmed in up there, and you where my weakest neighbourh. (Who still put up quite a fight).

Jotun 'Peta' Heim

I just check the defense, it left only 632. So just a few years and it should be good ...

Soyweiser September 29th, 2010 06:09 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Quote:

Originally Posted by arnob (Post 759558)
I just check the defense, it left only 632. So just a few years and it should be good ...

Seriously? I doubt there are more than 2 people left inside. And the last few turns my troops should have taken of around 100 def each turn.

Soyweiser September 30th, 2010 03:52 PM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Dratz... could anybody confirm to me that this game is running diversity_1_1 (version 1.04)? (That is what it says in my mod list)

Somehow I only seem to have diversity_1_1 (version 1.01).

So I'm wondering if this game is using version 1.04 of the EDM, or 1.1 of the EDM (which is the most recent, and I think the versioning ingame is a bit bugged and gives an additional 0. (so version 1.1 becomes 1.01 (as my CBM is listed as 1.06)).

Valerius October 1st, 2010 12:04 AM

Re: Boot Camp - Newbie intro to Dominions MP - Running
 
Those two versions are probably the same thing. IIRC, when EDM 1.1 was first released it still said 1.04. I'm guessing that was the version that was uploaded to the llamaserver, though the one posted in the EDM thread (and that you have) was later corrected. Other than that correction they are the same file (and the mod filename is the same: diversity_1_1.dm).


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