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-   -   Blood Red FIGHT ON!) (http://forum.shrapnelgames.com/showthread.php?t=44703)

Tollund January 26th, 2010 02:19 PM

Re: Blood Red (closed - setting up)
 
Yah. I'm not worried about it just wanted to let you know what I saw that might be messed up.

pyg January 26th, 2010 02:25 PM

Re: Blood Red (closed - setting up)
 
If someone (or several) would play this in SP to turn 40+ I'm ready to declare this mod go.

Sombre January 26th, 2010 02:58 PM

Re: Blood Red (closed - setting up)
 
Quote:

Originally Posted by pyg (Post 728371)
Thanks, but this seems to be quirk from CBM (line 7809) which does something to Champion of the Horn and then #restrictedgod 79 which happens to be the Ogres nation number in this mod. Is this in CBM for a mod nation, because 79 is not a default nation. grep says this is the only #restrictedgod in CBM as well. I can fix this easily for the game by removing this line from the mod or renumbering the nations, but I won't submit another mod just for this change.

It's just qm moving the hornblower to an unused nation slot. Because he copystatted a pretender to get the summon lionsin battle effect, if it isn't restricted it turns up for everyone.

Baalz January 26th, 2010 06:56 PM

Re: Blood Red (closed - setting up)
 
Oooh, Nehekara's guys aren't undead...which is a bit critical!

Trumanator January 26th, 2010 06:57 PM

Re: Blood Red (closed - setting up)
 
lol, that is something which you want to take note of. The troops are undead though.

Baalz January 26th, 2010 07:05 PM

Re: Blood Red (closed - setting up)
 
No- I mean there is a bug in the mod bundle...none of the troops are undead!

Trumanator January 26th, 2010 07:06 PM

Re: Blood Red (closed - setting up)
 
Well thats not right :O

pyg January 26th, 2010 09:44 PM

Re: Blood Red (closed - setting up)
 
1 Attachment(s)
Thanks everyone for finding all these bugs. I'm sorry it's taking so long. On the up side, I hope to release a tool in the future capable of putting together arbitrary mods and resolving all compatibility issues. This is a rather complex task and in this mod requires the modification of 1452 lines (5% of the mod). Anyway, here is another version that I swear is perfect ;).

Trumanator January 26th, 2010 09:52 PM

Re: Blood Red (closed - setting up)
 
Just out of curiosity, how is this better than Llama's script?

pyg January 27th, 2010 12:06 AM

Re: Blood Red (closed - setting up)
 
Quote:

Originally Posted by Trumanator (Post 728451)
Just out of curiosity, how is this better than Llama's script?

Well DMG isn't solely a script for combining mods. That's just one of the things it can do. Functionally, I don't know that it is a lot better at this point. I cribbed heavily from his script to see all the things I needed to do. It sounds like he still has some bugs in his script as well. I think my regular expression kung-fu is better (~80 lines -vs- ~900). I've also added some features like packing all the sprites, rolling arbitrary .dm, etc. I guess to assess their qualities you could try and do this mod with combineMods and compare them. Anyway, I didn't set out to rewrite his script.


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