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-   -   Mod: EA Nation: Atreus, Rise of the Dragon Emperor (http://forum.shrapnelgames.com/showthread.php?t=39333)

HoneyBadger June 22nd, 2008 02:33 PM

Re: Nation: Atreus, Rise of the Dragon Emperor
 
Some evil fox spirits would be nice (or evil nympho fox *****es from hell, if you prefer http://forum.shrapnelgames.com/images/smilies/happy.gif )

Alderanas June 22nd, 2008 11:48 PM

Re: Nation: Atreus, Rise of the Dragon Emperor
 
now i feel special. http://forum.shrapnelgames.com/images/smilies/happy.gif that will be fine and thanks!!

Atreidi June 23rd, 2008 12:21 AM

Re: Nation: Atreus, Rise of the Dragon Emperor
 
Quote:

HoneyBadger said:
Some evil fox spirits would be nice (or evil nympho fox *****es from hell, if you prefer http://forum.shrapnelgames.com/images/smilies/happy.gif )

Very good idea... did you mean Evil nympho "foxy" *****es from hell? if you did, im in.

HoneyBadger June 23rd, 2008 01:14 AM

Re: Nation: Atreus, Rise of the Dragon Emperor
 
Well, part fox, part evil nympho hell *****es who have come from hell.

Atreidi June 24th, 2008 12:33 PM

Re: Nation: Atreus, Rise of the Dragon Emperor
 
When people download your mod and dont make any comments it could mean two things: That the mod is really really bad not even worth comenting on, or that they liked it and are still experimenting with it. I hope it is the later. (it is for me) http://forum.shrapnelgames.com/images/smilies/happy.gif

By the way, Im done with the "expancion" the MA Atreus. Im just testing it out before release. http://forum.shrapnelgames.com/images/smilies/happy.gif

Edratman June 24th, 2008 01:03 PM

Re: Nation: Atreus, Rise of the Dragon Emperor
 
Quote:

Atreidi said:
When people download your mod and dont make any comments it could mean two things: That the mod is really really bad not even worth comenting on, or that they liked it and are still experimenting with it. I hope it is the later. (it is for me) http://forum.shrapnelgames.com/images/smilies/happy.gif

http://forum.shrapnelgames.com/images/smilies/happy.gif

Another possibility for lack of comment is that the unit/weapon/etc numbers clash with another mod that is in current use and I haven't gotten around to modding the mod to slip it in. (Acually I lost my master list of numbers, so I an SOL and face a long tedious task to recompile the list.)

HoneyBadger June 24th, 2008 02:01 PM

Re: Nation: Atreus, Rise of the Dragon Emperor
 
Sorry, I'd download it happily, but I don't have a proper computer to download it to. It looks really interesting though, and I'm glad that China's getting more representation-China's legends and myths are an awfully big subject for just one set of nations-even a Dev set.

Atreidi June 24th, 2008 02:14 PM

Re: Nation: Atreus, Rise of the Dragon Emperor
 
I never thought of that.... Conflicting unit/weapons/etc numbers... The same thing happens with all other mods. This limists the ammount of mods from different users u are able to activate. http://forum.shrapnelgames.com/images/smilies/frown.gif

Edratman June 24th, 2008 03:21 PM

Re: Nation: Atreus, Rise of the Dragon Emperor
 
Quote:

Atreidi said:
I never thought of that.... Conflicting unit/weapons/etc numbers... The same thing happens with all other mods. This limists the ammount of mods from different users u are able to activate. http://forum.shrapnelgames.com/images/smilies/frown.gif

That is a big one. I'm running nine or ten mods in my present game. Some, like improved AI, don't pose any conflicts, but new nations almost always pose conflicts. I started to change numbers to avoid conflicts, but as I added mods, more arose, and now many are a mishmash which requires me to scroll through the dm files and record them.

I've selected the mods I'm playing mostly on the strength they are as AI nations. Your mod looks good, but it posed conflicts with my own mod nation which I'm playing because it is terribly unbalanced and it gives me edge I require.

Sombre June 24th, 2008 04:09 PM

Re: Nation: Atreus, Rise of the Dragon Emperor
 
ID number conflicts are easily resolved.

That isn't the real limiting factor on mods. That would currently be the vanishing magic paths bug. Last patch it was the descriptions, before that it was sprites,...

You get the idea.


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