.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Multiplayer & AARs (http://forum.shrapnelgames.com/forumdisplay.php?f=62)
-   -   Faerun Test Mod - 17 player modded game STARTED (http://forum.shrapnelgames.com/showthread.php?t=21559)

Soapyfrog November 4th, 2004 04:13 PM

Faerun Test Mod - 17 player modded game STARTED
 
Details:

www.soapyfrog.net/dom2/faeruntest.htm

This game started recruiting on the QT3 forums, and needs more players.

The intent of this mod is to enhance armies, both magical and mundane and to reduce the role of the super combatant. This mod also attempts to address some of the spells that considered by many to be highly efficient. It also reduces the effectiveness of some of the hoarding strategies which are commonly employed.

Hopefully we covered all of the bases. I *think* we got all of them, but then everyone always thinks that they nailed it. I hope we did.

We're playing on Faerun and we would like to get a full 17 players.

Game Settings:

Indep Strength: 9
Research: very hard
Magic Site Freq: 50
Hall of Fame: 15
Graphs: off
Renaming: allowed
Victory: Standard

Current Player List:

Vanheim - Soapyfrog
Ctis - Huzurdaddi
Jotunheim - balut
Ulm - Rollory
Marignon - TurinTuramba
Abysia - Carnifex
Pythium - Ron_Debry
Pangaea - Guildboss
Man - Mercutio
Ryleh - snowcrash22
Matchaka - Graeme Dice
Acrosephele - dfs
Caelum - Dave Perkins
Ermor - Crash
Mictlan - Saeter
Tien Chi - Balmoth
Atlantis - The Panther

Full up again!

Cainehill November 4th, 2004 07:19 PM

Re: Faerun Test Mod - 17 player modded game recruiting
 

When it says "Battlefield spells were all increased in path requirements -- it should be very difficult to cast them now. Specially made pretenders can still cast them but even with enhancers it will be difficult for summons or mages to cast these spells.", that sounds like fireball, bladewind, falling frost, etc, are all basically uncastable by national and summoned mages?

Or is it referring to the ones which affect the entire battlefield?

Graeme Dice November 4th, 2004 07:29 PM

Re: Faerun Test Mod - 17 player modded game recruiting
 
Quote:

Cainehill said:
Or is it referring to the ones which affect the entire battlefield?

It's referring to Wrathful Skies, Fire Storm, Wailing Wind, Wind of Death, and for some reason, rain of stones.

Soapyfrog November 4th, 2004 08:21 PM

Re: Faerun Test Mod - 17 player modded game recruiting
 
Yep, just full battlefield effect spells. If you open up the mod file its all in one section not too hard to find you can see precisely what has been done.

Legacyspy November 4th, 2004 08:47 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
I would like to join, but this would be my first multiplayer game, not counting a few hot seat games with a couple of my friends. I would like to take Caelum, if you do not mind a noob. Also, I clicked the link to download the mod and it took me to a new page with a bunch of info like:

#modname "Faerun Test Mod"
#domVersion 2.14
#description "This is Zen's Spell mod combined with tweaks which may help emphasize armies over SC's"
#Version 1.01
#icon "cbspell.tga"
#end

-- Created by Jack Black. Special Thanks to all the playtesters, Illwinter, Shrapnel Games, and of course my Editor Esko!
-- Small, almost insignifigant mods by Huzurdaddi.

-- SPELL MODIFICATIONS

-- NATIONAL SPELLS
#selectspell "Celestial Soldiers"
#pathlevel 0 1
#end

Crash November 4th, 2004 09:15 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
If Ermor is available, I'd like to give it a try.

Thanks,
Crash

Thufir November 4th, 2004 10:01 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
I'd be interested in playing Mictlan.

- Thufir

Cainehill November 4th, 2004 10:23 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Quote:

Legacyspy said:
... Also, I clicked the link to download the mod and it took me to a new page with a bunch of info like:

#modname "Faerun Test Mod"
#domVersion 2.

You need to right click on the link and save it (as named) into the dominions/mods directory

Krootish November 4th, 2004 11:11 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Not a whole lot left, but I'd like to try Ulm anyway.

Legacyspy November 4th, 2004 11:36 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Now, where do I put the mod, and, can I play unmoded games, while playing this game?

Soapyfrog November 5th, 2004 12:48 AM

Re: Faerun Test Mod - 17 player modded game recrui
 
Cool welcome aboard all.

The modfile "Faeruntest.dm" goes in your mod directory.

To start the game with mod enabled you can use the command line switch as follows:

--enablemod FaerunTest.dm

Or you can enable the mod by starting the game normally and going to preferences, mod preferences, then activate the mod in question.

Imothep November 5th, 2004 08:21 AM

Re: Faerun Test Mod - 17 player modded game recrui
 
did you notice you now have 2 ulm players ? ^^

Legacyspy November 5th, 2004 09:12 AM

Re: Faerun Test Mod - 17 player modded game recrui
 
Yo soapy can I play unmoded games while playing in this one?

Soapyfrog November 5th, 2004 12:19 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Whoops, Ulm double-billed. Sorry Krootish! You will have to pick a different nation... http://forum.shrapnelgames.com/images/smilies/frown.gif

Soapyfrog November 5th, 2004 12:23 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Yes... just make sure when you are connecting to/playing unmodded games that the mod is not activated in your mod preferences.

I use command line switches and shortcuts, I find its the easiest way. One shortcut for each MP game I am in, with each shortcut automatically connecting to the game in question and enabling any required mods.

Graeme Dice November 5th, 2004 12:44 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Quote:

Soapyfrog said:
Yes... just make sure when you are connecting to/playing unmodded games that the mod is not activated in your mod preferences.

This doesn't matter. If the mod is needed, it gets selected. If it isn't needed, it gets deactivated.

Soapyfrog November 5th, 2004 12:46 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Ah I did not know that! So its only important to set the preference when you are making your pretender initially.

Thufir November 5th, 2004 01:09 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Quote:

Soapyfrog said:
Yes... just make sure when you are connecting to/playing unmodded games that the mod is not activated in your mod preferences.

I use command line switches and shortcuts, I find its the easiest way. One shortcut for each MP game I am in, with each shortcut automatically connecting to the game in question and enabling any required mods.

Actually, as I understand it, this is not necessary. Once it's started the game itself will remember which mods apply.

The only point where you must specify the mod preferences is when you create your Pretender, and (I imagine), if you are creating a game. It is very important, however, to set your mod via preferences while creating your Pretender, as this can really screw up your setup if you have the wrong mods enabled.

Edit:
Ooops - didn't read all the Posts before replying! http://forum.shrapnelgames.com/image...es/redface.gif

Cainehill November 5th, 2004 01:10 PM

Re: Faerun Test Mod - 17 player modded game recrui
 

If the mod was enabled when you create the pretender, you don't have to worry about whether or not it's turned on. Just make sure to not try and use that pretender in a non-modded game.

Soapyfrog November 5th, 2004 01:19 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
How would you all feel about a no watchtower/no mausoleum rule?

Graeme Dice November 5th, 2004 02:04 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Quote:

Soapyfrog said:
How would you all feel about a no watchtower/no mausoleum rule?

I'd prefer not to add too many house rules on top of the mod.

The Panther November 5th, 2004 02:44 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
This sounds very interesting. I would like to give it a try. I will take TC, a race I have never played in either MP or SP.

I need time this weekend to work out a decent pretender.

Soapyfrog November 5th, 2004 02:50 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Excellent!

Soapyfrog November 5th, 2004 03:09 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Only Atlantis open. If everyone is uploaded on Sunday evening I'll kick off the server with 24H quickhost.

The Panther November 5th, 2004 03:09 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Woah!

I just did a once-through, quick look at the full mod, and I got to say one thing about it:

I am luvin' it!!!

Legacyspy November 5th, 2004 05:12 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
I could not find the mods directory.
I am using Mac OSX 10.28, I clicked show package contents went to contents then resources then scrolled down. I also went through all of the Mac OS folder. Can some one give me the route to it?

Soapyfrog November 5th, 2004 08:17 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Quote:

The Panther said:
This sounds very interesting. I would like to give it a try. I will take TC, a race I have never played in either MP or SP.


I am REALLY REALLY sorry about this Panther, but Tien CHi was already claimed by someone and I had somehow left him off the list.

Could I convince you to take Atlantis? I am going to have to let the other guy take Tien CHi as he really did claim it pretty early on...

Krootish November 6th, 2004 02:14 AM

Re: Faerun Test Mod - 17 player modded game recrui
 
It appears I screwed up. On Ulm I notice that right away and edited the message saying I would take TC, apparently it didn't post. As it now appears that someone else was already granted TC you should go ahead and delete my pretender from the slot.

Soapyfrog November 6th, 2004 03:06 AM

Re: Faerun Test Mod - 17 player modded game recrui
 
Ah thats YOUR pretender? Ok... will do.

Does anyone want Atlantis??

Legacyspy November 6th, 2004 12:53 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Where is the mod folder that I am ment to put the Faeruntest.dm file in?

Soapyfrog November 6th, 2004 02:03 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Its a subfolder of the dominions 2 folder.

You are using a Mac so I am not sure if it is somehow different?

archaeolept November 6th, 2004 03:01 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
ooh, someone was having problems in another game recently, IIRC, trying to enable mods on a mac ... ???

I've always wanted to play on the faerum map, but I just can't bring myself to play atlantis http://forum.shrapnelgames.com/images/smilies/wink.gif

if someone drops out, then perhaps http://forum.shrapnelgames.com/images/smilies/happy.gif

Oh, and i'm a big fan of the "no watchtowers or mausoleums" rule, as those two are generally too good a deal, and castle spamming is much reduced w/ them out of the picture.

Thufir November 6th, 2004 03:36 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Quote:

archaeolept said:
if someone drops out, then perhaps http://forum.shrapnelgames.com/images/smilies/happy.gif


Well if either you or Panther wants to take Mictlan, I think I'm going to give it up. This game really looks like an interesting one - but I'm getting nervous about the time sink.

Legacyspy November 6th, 2004 03:37 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
This is very anoyning. I looked all around and in the dominions 2 file, and I cant find a Mods folder.
Folders I found
Contents
Resources
MacOS
Maps
Rawsound
English.Iproj
Doc
Any suggestions?

archaeolept November 6th, 2004 03:39 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
like i said, i've seen someone else running a Mac complain about this. it seems to me to be a bug - but why don't you just try creating a folder called "mods" and putting the mod files in there. Might work http://forum.shrapnelgames.com/images/smilies/happy.gif

Graeme Dice November 6th, 2004 04:38 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Quote:

archaeolept said:
I've always wanted to play on the faerum map, but I just can't bring myself to play atlantis http://forum.shrapnelgames.com/images/smilies/wink.gif

Well, I'm always willing to switch if you'd rather play Machaka.

archaeolept November 6th, 2004 04:47 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
heh. yah you're the only player I know who likes picking Atlantis http://forum.shrapnelgames.com/images/smilies/wink.gif

Mictlan is always good fun though. I think I can take up the slack there.

when is this game supposed to start? I should consider my pretender options, and i've never played on this map before...

Legacyspy November 6th, 2004 06:10 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
I tried putting a folder called mods into my Dom2 folder but it did not work.

The Panther November 6th, 2004 06:23 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Ok, all. I don't mind giving up TC. I tested it a lot Last night and could not really find much that seemed to work. About the only thing good was that the TC summons were made cheaper, which is a very good thing, imho.

I didn't take Atlantis originally because I have already played that race in an MP game and wanted to try a new race.

So... If the Dice man wants to take Atlantis and open up Machaka, I will agree with taking the spiders. If not, then I will go ahead and take the fishies, for I really want to try out all these neat mods.

Graeme Dice November 6th, 2004 06:25 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Quote:

Legacyspy said:
I tried putting a folder called mods into my Dom2 folder but it did not work.

Have you applied the Version 2.14 patch? The Version on CD does not have modding capabilities. If you have applied the patch, then you should be able to create a mods directory in:
"/dominions2/mods" Then put the the FaerunTest.dm file in the directory. Then click on the name of the mod under "Preferences, Mod Preferences" in the main menu for Dominions.

Legacyspy November 6th, 2004 07:01 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
I have 2.14 patch installed.

archaeolept November 6th, 2004 08:11 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
much as i do want to play the faerum map, i have finally noticed that this is on the large Version w/ very difficult research and w/ an untested and, as far as i can tell, undocumented scales mod. this'll be too much for me, so I have to, unhappily, bow out.

Soapyfrog November 7th, 2004 09:12 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Alright so The Panther is in as Atlantis? If all pretenders are uploaded I will kick it off tonight.

*Edit* and I see they are not so I suppose, pending that, we shall wait.

Legacyspy November 7th, 2004 09:38 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Since it apears no one can help me load the mod, I am out.

archaeolept November 7th, 2004 09:40 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
soapy - i don't think the game is full. you should re-edit the title.

at least from this thread, Mictlan is still available. as well, legacyspy can't get the mods enabled on his mac, so caelum is "up in the air" (;)). To me, this looks like graeme is still in for machaka, and the panther will likely have a choice between atlantis, mictlan, and caelum, and there will still be two open slots.

The Panther November 7th, 2004 10:33 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
I will take Atlantis. I am right now working on a pretender, and will be uploaded before bed tonight.

Cainehill November 7th, 2004 11:26 PM

Re: Faerun Test Mod - 17 player modded game recrui
 

Legacyspy - I'd suggest you start a new topic with a title like "Loading Mods on the Macintosh???". I've seen other people mention in threads like this that they were having problems, but no one seems to have _ever_ bothered to actually post where the developers and other macintosh Users would see it.

Soapyfrog November 8th, 2004 11:24 AM

Re: Faerun Test Mod - 17 player modded game recrui
 
Assuming Legacyspy can resolve his *shudder* Mac problems ( http://forum.shrapnelgames.com/images/smilies/wink.gif ) we can probably start the server tonight...

Soapyfrog November 9th, 2004 01:07 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
Still waiting for the Last few pretenders.

BTW it has been proposed that we run 24H Fixed, due to the number of people involved.

Any serious objections?

archaeolept November 9th, 2004 03:36 PM

Re: Faerun Test Mod - 17 player modded game recrui
 
you guys are still missing two nations, but i guess you don't seem much concerned. The loss of mictlan will give a serious boost to huzurdaddi's c'tis, however. And given the number of Qt3 players who've been roped into this game, I feel confident predicting a massive c'tisian empire.

good luck w/ all that http://forum.shrapnelgames.com/images/smilies/happy.gif


All times are GMT -4. The time now is 02:02 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.