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Re: Blood Red (closed - setting up)
Well Tourmaline had 8 mod nations, and we didn't have any problems. By my count we have 7 here.
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Re: Blood Red (closed - setting up)
Are you using the most recent (0.8) version of the Ogre Kingdoms mod? Because the most recent version gives slaughtermasters a 100% FE random and has pitfighters, maneaters and bulls with different gold and resource costs.
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Re: Blood Red (closed - setting up)
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Nations: 8 Monsters: 374 Magic Sites: 20 Weapons: 146 Armor: 50 Spells: 123 TGAs: 510 Looks like we have 12 Spell slots left. Does 510 sound like to many sprites? More testing now would be good! #5 |
Re: Blood Red (closed - setting up)
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Re: Blood Red (closed - setting up)
510 sounds like a lot. I'd recommend to give the thing some extensive testing before going for the MP game (perhaps play a SP game with the nations to turn 60+ or something).
One way you can decrease the amount of sprites is to get rid of national pretenders that are not in use. Since Pyg is a outsider, each player could just tell him if he is going to use some national pretender or not. If the limit is tied to how much custom-sprites are shown in combat, you could try to find units whose sprites could be replaced by #copyspr commands. Sure, it won't be as pretty but I'd guess that function comes before aesthetics in this case. (Alugran human infantry comes to mind as being easy to replace with vanilla sprites) |
Re: Blood Red (closed - setting up)
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Re: Blood Red (closed - setting up)
It would be nice to get this game off the ground. How far are we with the mod pyg?
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Re: Blood Red (closed - setting up)
Well, no one has said anything is wrong with the latest version, but it looks like only one person has looked at it....
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Re: Blood Red (closed - setting up)
The only thing I noticed in a quick overview is a Marverni Horn blower as a pretender choice for the Ogres.
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Re: Blood Red (closed - setting up)
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