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-   Dominions 2: The Ascension Wars (http://forum.shrapnelgames.com/forumdisplay.php?f=55)
-   -   Patch 'n mod (http://forum.shrapnelgames.com/showthread.php?t=22044)

tinkthank December 17th, 2004 07:50 AM

Re: Patch \'n mod
 
Quote:

Kristoffer O said:
> How can Ryleh or Atlantis win against Oceania in earlygame ?

By being 2 vs one. This is of course not possible in dom2.

Excuse me, am I reading this correctly? Are you implying that -- unlike dom2 -- we will be able to ally in dom3 (perhaps in a way similar to what I suggested in the Wishlist thread)? May I indeed get excited and desire to shake your hand -- or must you dash my well-deserved hopes upon the harsh rocks of your unyielding will?

Kristoffer O December 17th, 2004 08:23 AM

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.

tinkthank December 17th, 2004 09:49 AM

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.

Taqwus December 17th, 2004 03:36 PM

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?)?

PhilD December 17th, 2004 03:48 PM

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?

Nagot Gick Fel December 17th, 2004 04:09 PM

Re: Patch \'n mod
 
Quote:

Cainehill said:
Mount Rushmore is the only mountain in the USA capable of staring - perhaps the mountains in Europe are different? http://forum.shrapnelgames.com/images/smilies/wink.gif

Maybe they'll just turn a blind eye at you. http://forum.shrapnelgames.com/images/smilies/wink.gif

CJN December 17th, 2004 04:18 PM

Re: Patch \'n mod
 
Quote:

PhilD said:
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?

Yes, it worked for me.
The file has a .tar extension, but it is in fact a compressed tar archive. Did you use the z option with tar?

Alneyan December 17th, 2004 05:00 PM

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.

Vicious Love December 17th, 2004 05:13 PM

Re: Patch \'n mod
 
Bishop fish! Finally, some validation!
Always loved that thing, I did. My favorite bit of Christian mythology.

Cainehill December 17th, 2004 08:42 PM

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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