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Re: Patch \'n mod
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Re: Patch \'n mod
I'm only implying that when there are three underwater nations you are not as alone in the dark. In MP at least you will not be certain that your own strength is enough to conquer all seas.
So wait with your hand shakes until i hint at alliances. I do not dash hopes on my unyielding will. I might however suffocate them with uncertain answers. |
Re: Patch \'n mod
Suffocation: Level 4 Marketing, path requirements: Cryptic Ambiguity 3 and Resource Inscrutiny 1. Number of Effects: 100+. Damage: 100+ (pain damage only). Magic resistance and stubborn hardheaded blut reasking offers no defense against this spell.
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Re: Patch \'n mod
The sirens do face a slight risk -- if the targeted commander is lured, but is immune to drowning; then they fight, and while a Siren has magic, it has very few slots for toys. The luring also seems easily resisted. All in all, I'm not sure it's much faster than expansion using Star Children, who can also operate in non-coastal provinces (although Triton commanders are probably still death for them, and they have trouble with the sheer speed of Knight commanders).
It's an interesting nation; the recruitable national tritons are handy. That the Capricorns lose half their magic on land, and that the only priestly unit is aquatic, gives quite a bit of flavor. The latter bit worries me a bit for an AI, 'tho; will it actively pursue getting an amphibious or land-only priest (e.g. by prophetizing, or by summoning?)? |
Re: Patch \'n mod
I downloaded the Linux (x86) patch, but tar tells me the header is incorrect, and won't show me the archive contents.
Has anybody met with better luck? |
Re: Patch \'n mod
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Re: Patch \'n mod
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The file has a .tar extension, but it is in fact a compressed tar archive. Did you use the z option with tar? |
Re: Patch \'n mod
Someone, please slap me. The army9 file must have been introduced prior to the 2.14 patch, hence its presence in the 2.15 patch; I was overlooking the obvious, as usual.
Back to the Oceania mod: I gave a Moonshine Cap to an Astral 1 Capricorn, and it kept Astral 1 on the land (he should have lost Astral 1, and the Cap should have had no effect on his paths). Is it intentional, or a bug? It seems rather interesting to me (pay to keep your magic on the land), but that might not exactly be what Illwinter had in mind. |
Re: Patch \'n mod
Bishop fish! Finally, some validation!
Always loved that thing, I did. My favorite bit of Christian mythology. |
Re: Patch \'n mod
One bad thing about the 2.15 patched executable: it seems that running a second copy under Windows causes problems - the 2nd executable takes 100% of the CPU, making it _very_ unpleasant and almost unusable. (For instance, when you want to check something from the game while writing a message, it's almost mandatory to bring up a 2nd copy so you can look at the turn while writing.)
I expect this'll also cause problems for anyone attempting to host a game on the same machine they're playing on - ie, blitz games. I didn't see this happening before I applied the patch, albeit maybe it's just my machine (Windows 98 SE), etc. |
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