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-   -   Marmoset - MA game with mod nations - full (http://forum.shrapnelgames.com/showthread.php?t=36680)

llamabeast November 1st, 2007 05:11 PM

Marmoset - MA game with mod nations - full
 
1 Attachment(s)
Well, it's actually been a while since I've been in an MP game, so I decided to get a new one going.

This will be an MA game with the following mod nations:

Skaven
Arga Dis
Tomb Kings
Ulm Reborn (brought back from LA)

There's also be another three vanilla land nations (of the players' choices) and one water nation, for a total of eight players.

This game is aimed at players who've already played a game or two of MP dominions, although anyone is welcome.

We'll play on my modified version of Parganos, which I think makes the map a good deal fairer. I'll post the map and an uber-mod shortly.

Players:

Ulm Reborn - llamabeast
Tomb Kings - Reverend Zombie
Skaven - Digress
Arga Dis - sum1lost
Man - Alneyan
Bandar Log - Tyrant
T'ien Ch'i - DryaUnda
Abysia/Atlantis - Yucky

Zeldor November 1st, 2007 05:14 PM

Re: Marmoset - MA game with mod nations - recruiti
 
It is MA or LA?

llamabeast November 1st, 2007 05:15 PM

Re: Marmoset - MA game with mod nations - recruiti
 
Zeldor - check the title.

Zeldor November 1st, 2007 05:16 PM

Re: Marmoset - MA game with mod nations - recruiti
 
Oh, but how can you put LA Ulm into MA game? http://forum.shrapnelgames.com/images/smilies/happy.gif

llamabeast November 1st, 2007 05:18 PM

Re: Marmoset - MA game with mod nations - recruiti
 
What?

Reverend Zombie November 1st, 2007 05:19 PM

Re: Marmoset - MA game with mod nations - recruiti
 
I'd looooove to give Tomb Kings a try!!!

Zylithan November 1st, 2007 05:21 PM

Re: Marmoset - MA game with mod nations - recruiti
 
i think he was saying that he took the ulm reborn, which in some other version/mod was LA, and is putting it into MA.

i dont see any mention of Rl'yeh except for "one water nation"

Zeldor November 1st, 2007 05:21 PM

Re: Marmoset - MA game with mod nations - recruiti
 
Yeah, my mistake http://forum.shrapnelgames.com/images/smilies/happy.gif

llamabeast November 1st, 2007 05:23 PM

Re: Marmoset - MA game with mod nations - recruiti
 
How confusing http://forum.shrapnelgames.com/images/smilies/happy.gif

llamabeast November 1st, 2007 06:38 PM

Re: Marmoset - MA game with mod nations - recruiti
 
I've just posted the Parganos map in the mods subforum.

lch November 1st, 2007 06:39 PM

Re: Marmoset - MA game with mod nations - recruiti
 
I assume you have checked that these work together with 3.10? Only four nations with at least one of them reusing existing sprites might work, but as you know the latest patch puts grave limitations on games with mod nations.

llamabeast November 1st, 2007 06:46 PM

Re: Marmoset - MA game with mod nations - recruiti
 
Yes, it's very unfortunate that, we should talk to JK about it.

Anyway yes, I have tested it, and seems to work fine. Except on one occasion I hit an error (too high sprnbr), which I haven't been able to reproduce.

Do we have any concrete information on how many sprites can be included in a single game?

Alneyan November 1st, 2007 08:30 PM

Re: Marmoset - MA game with mod nations - recruiti
 
I'm not familiar with any of the mod nations, so I'm afraid I'll be boring and pick Man.

Zylithan November 1st, 2007 08:33 PM

Re: Marmoset - MA game with mod nations - recruiti
 
i like this thread name. also cheese.

Tyrant November 1st, 2007 09:09 PM

Re: Marmoset - MA game with mod nations - recruiti
 
Bandar Log please

Nikolai November 1st, 2007 09:28 PM

Re: Marmoset - MA game with mod nations - recruiti
 
Any chance you could let Sylvania? Nerf it, if need... but I always wanted to try it outside my gaming group.

llamabeast November 1st, 2007 09:37 PM

Re: Marmoset - MA game with mod nations - recruiti
 
Well, I would have liked to... but unfortunately at present Dominions throws up errors when you have too many mod nations in the game, which is very frustrating. I am optimistic it will be fixed in future - I will PM JK in fact. But since I am very keen to see the four listed nations in action I don't think I can include Sylvania, sorry.

Have you tried Skaven or Arga Dis? They are both very cool.

Yucky November 1st, 2007 09:43 PM

Re: Marmoset - MA game with mod nations - recruiti
 
I'd like to play, any nation.

Sounds fun.

sum1lost November 2nd, 2007 01:09 AM

Re: Marmoset - MA game with mod nations - recruiti
 
If we can have a flexible delay-schedule, I'd like to play Skaven.

llamabeast November 2nd, 2007 08:23 AM

Re: Marmoset - MA game with mod nations - recruiti
 
sum1lost - probably, yep, depending how much you expect to be away. Assuming its not every weekend or something, you're welcome to play.

Reverend Zombie November 2nd, 2007 11:16 AM

Tomb Kings Pretenders
 
Some Tomb King pretenders say "no description available." (The sons of the sun, frex.)

Did you create any new pretenders for the mod?--I did not see any. I dl'ed the mod from the first link in the Tomb Kings mod forum thread--was that the correct location for the current version?

This is an awesome looking mod, btw!

llamabeast November 2nd, 2007 07:13 PM

Re: Tomb Kings Pretenders
 
Reverend - sorry for the slow response. I'm just working on a new update which includes two national pretenders - a F1D2 immortal mage (the First King), and an E1D2 one called the Gilded Scorpion (which is like a Bone Scorpion). It'll also add a couple of new heroes, although I may have to remove them from the mod we use for this game because we're pretty tight on sprites.

As far as this game goes - just waiting for two more players. Is anyone tempted by Arga Dis? If you've even seen a trailer for 300 - they're like that. Awesomely powerful Spartan hoplites, backed up with blood magic.

llamabeast November 2nd, 2007 08:59 PM

Re: Tomb Kings Pretenders
 
Okay Reverend, I've just uploaded the new version with the national pretenders. Let me know if you want to use one of them, otherwise I will probably strip them from the compiled mod for this game.

Quote:

This is an awesome looking mod, btw!

Thanks! http://forum.shrapnelgames.com/images/smilies/smile.gif

sum1lost November 2nd, 2007 08:59 PM

Re: Tomb Kings Pretenders
 
Llama, do you have links to all the mods, please?

llamabeast November 2nd, 2007 09:01 PM

Re: Tomb Kings Pretenders
 
I probably should have linked them from the first post come to think of it. Well, I am just about to crawl into bed (I stayed up much longer than I intended working on a sprite), but you can find them all in Sombre's mod list. I will link them all, and hopefully compile an uber-mod tomorrow.

Am hoping one or two players will sign up overnight so we'll be full...

sum1lost November 2nd, 2007 09:47 PM

Re: Tomb Kings Pretenders
 
Actually, can I switch to Arga Dis? I just looked at them, and I think that I prefer them to the Skaven, as lovely as the skaven are.

Reverend Zombie November 2nd, 2007 11:32 PM

Re: Tomb Kings Pretenders
 
Quote:

llamabeast said:
Okay Reverend, I've just uploaded the new version with the national pretenders. Let me know if you want to use one of them, otherwise

I think I'm going to go with the First King.

AlgaeNymph November 3rd, 2007 01:55 AM

Re: Tomb Kings Pretenders
 
I was away and probably missed my chance at Invisible Swarm 2. Is there any room for me as Tien Chi?

Digress November 3rd, 2007 04:33 AM

Re: Skaven taken ?
 
I would love to give the rats a go - if they remain available.

Sombre November 3rd, 2007 04:53 AM

Re: Skaven taken ?
 
Hmm. Arga Dis, Skaven and Tomb Kings all use a lot of extra graphics. I wouldn't be surprised if you ran into the sprnbr too high bug at some point.

I really like what you're doing here though, mixing mod and base nations. I'll be keeping an eye on this game. Any and all feedback for Ulm Reborn, Skaven and Arga Dis is welcome, as always.

llamabeast November 3rd, 2007 08:40 AM

Re: Skaven taken ?
 
Okay cool, we have 8 players.

Now, I was intending to have 7 land nations and 1 water nation. But looking at the nations we have, the Tomb Kings are the only land nation that can enter the water, and I'm not sure any of them have water magic, so I wonder if we might be better to not have a water nation and make the seas dead (no income). What do people think?

Parganos has 116 land provinces - I reckon that's probably enough for 8 land nations.

Yucky - do you have any nation preferences yet?

llamabeast November 3rd, 2007 11:26 AM

Re: Skaven taken ?
 
Okay, I've just attached the Marmoset multi-mod to the first post. It contains:

- Full Tomb Kings mod
- Full Skaven mod
- Full Arga Dis mod
- Full Ulm Reborn mod
- Marmoset.dm

Marmoset.dm is the mod we'll be using for the game. To my considerable pleasure it uses full versions of all of the other four mods - it took several hours to get that to work. The only thing missing is the pretender choice - the mod nations all have fewer pretenders available than they should do, in order to make room for all the national units and heroes. So, if the players of Skaven or Arga Dis find that they would like to use one of the missing pretenders, let me know and I'll stick that pretender back in.

Reverend Zombie November 3rd, 2007 11:43 AM

Multi-mod?
 
I don't see an attachment on the first post.

llamabeast November 3rd, 2007 11:54 AM

Re: Multi-mod?
 
Yes, sorry. I put it up then realised I wanted to change something. It's up again now.

Yucky November 3rd, 2007 11:56 AM

Re: Multi-mod?
 
I'll take Atlantis if you want a water nation, Abysia if not.

llamabeast November 3rd, 2007 12:25 PM

Re: Multi-mod?
 
Anyone have any opinions on 8 land/7 land + 1 water?

I think I am leaning towards 8 land.

llamabeast November 3rd, 2007 12:28 PM

Re: Multi-mod?
 
Okay, the game is created - you can start submitting pretenders now.

I am hoping to start the game last thing on Sunday, if people can get their pretenders in by then. To submit pretenders:

- Make sure you have the Marmoset mod (only) enabled
- Go to Game Tools -> Create a pretender god in Dominions
- Go to the savedgames/newlords folder in the dominions directory, and find your pretender file (e.g. mid_pythium_0.2h)
- E-mail the file to: pretenders[ at ]llamaserver[ dot ]net
- Crucially, you must have the game name 'Marmoset' in the subject line of your e-mail

llamabeast November 3rd, 2007 04:24 PM

Re: Multi-mod?
 
Okay guys, I will assert my dictatorial powers as host and decie it'll be 8 land players and no water player. So Yucky, I guess that makes you Abysia.

If people need longer to design their pretenders by the way, just ask.

sum1lost November 3rd, 2007 08:31 PM

Re: Multi-mod?
 
I'd like to know if Arga Dis has strong national heroes, please.

llamabeast November 3rd, 2007 08:33 PM

Re: Multi-mod?
 
Yeah, I think they are quite strong. I looked quickly at them when I was doing all the copying and pasting earlier though - I think they are pretty good. I think there is some immortal warrior king, a vicious Gilgan called the Executioner and another one. You can also get ordinary Gilgans arriving as heroes.

Yucky November 3rd, 2007 09:52 PM

Re: Multi-mod?
 
Pretender uploaded.

I'm trying to do a short/quick practice game and can't seem to get the map (Parganos(Llama's fix)) to work, I get a "Can't find a valid starting province" error. Any tips?

llamabeast November 3rd, 2007 10:34 PM

Re: Multi-mod?
 
... well that had me really confused for quite a while, because I have been using that modified map file to start games for ages. It turns out the problem was in the image file - I had made the white pixels which Dominions uses to recognise province locations off-white, so it couldn't find any provinces at all.

Anyway, it is fixed now, so just download it again and it should work. Thanks for pointing that out to me.

llamabeast November 4th, 2007 12:21 AM

Re: Multi-mod?
 
I am thinking of having no score graphs for this game. Anyone have any opinions?

AlgaeNymph November 4th, 2007 01:15 AM

Re: Multi-mod?
 
Quote:

llamabeast said:
I am thinking of having no score graphs for this game. Anyone have any opinions?

I'm neutral about graphs, but I am curious as to why not.

Sombre November 4th, 2007 01:56 AM

Re: Multi-mod?
 
Graphs do often lead to people ganging up on the first frontrunner and ganking him, particularly if he has gone for research and mages rather than vast armies.

llamabeast November 4th, 2007 08:19 AM

Re: Multi-mod?
 
Yep - what Sombre said. Also I've not played in a no-graphs game before and would like to try it.

Reverend Zombie November 4th, 2007 10:32 AM

Re: Multi-mod?
 
I favor graphs off as well.

Alneyan November 4th, 2007 12:40 PM

Re: Multi-mod?
 
My Pretender is in. I prefer playing without graphs.

You said the sea provinces will have no income; what about magic sites?

Tyrant November 4th, 2007 02:32 PM

Re: Multi-mod?
 
I joined up without looking at the mod nations 'cause I've been looking for the chance to play Bandar. Now that i've given the mods a looksie i'm really impressed! The sprites are terrific and the nation creative and cool. This will be fun.

I have no opinion on the graphs.

llamabeast November 4th, 2007 07:12 PM

Re: Multi-mod?
 
Alneyan - yes, no magic sites either. Which reminds me that the map I posted obviously isn't quite the right one, in that the seas aren't dead. But they will be in the game.

Tyrant - thanks! From me and I'm sure from Sombre.

Just waiting on Bandar Log now and we are good to go.


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