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Faerun Test Mod - 17 player modded game STARTED
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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! |
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? |
Re: Faerun Test Mod - 17 player modded game recruiting
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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.
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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 |
Re: Faerun Test Mod - 17 player modded game recrui
If Ermor is available, I'd like to give it a try.
Thanks, Crash |
Re: Faerun Test Mod - 17 player modded game recrui
I'd be interested in playing Mictlan.
- Thufir |
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Re: Faerun Test Mod - 17 player modded game recrui
Not a whole lot left, but I'd like to try Ulm anyway.
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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?
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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. |
Re: Faerun Test Mod - 17 player modded game recrui
did you notice you now have 2 ulm players ? ^^
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Re: Faerun Test Mod - 17 player modded game recrui
Yo soapy can I play unmoded games while playing in this one?
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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
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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. |
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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.
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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 |
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. |
Re: Faerun Test Mod - 17 player modded game recrui
How would you all feel about a no watchtower/no mausoleum rule?
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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. |
Re: Faerun Test Mod - 17 player modded game recrui
Excellent!
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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.
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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!!! |
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? |
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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... |
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.
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Re: Faerun Test Mod - 17 player modded game recrui
Ah thats YOUR pretender? Ok... will do.
Does anyone want Atlantis?? |
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?
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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? |
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. |
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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? |
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
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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... |
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.
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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. |
Re: Faerun Test Mod - 17 player modded game recrui
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"/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. |
Re: Faerun Test Mod - 17 player modded game recrui
I have 2.14 patch installed.
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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.
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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. |
Re: Faerun Test Mod - 17 player modded game recrui
Since it apears no one can help me load the mod, I am out.
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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. |
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.
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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. |
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...
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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? |
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 |
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