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-   -   MP: Unsanity... surely this is modness! (http://forum.shrapnelgames.com/showthread.php?t=43111)

Gregstrom May 13th, 2009 02:27 AM

Unsanity... surely this is modness!
 
2 Attachment(s)
Note: UPDATED MOD FILE BELOW!

Server: Llama
PBEM
Players: 12
Map: Antilarium
Turns: 30 hours, quick host. Longer turns after turn 20 or so.
Era: MA
Hall of fame: 15
Mods: Antilarium metamap, CPCS, Mytheology 3, Endo's Site Mod, CBM 1.5, Holy War 0.8
Victory: Standard
Magic sites: A little higher than default.
Renaming: On
Graphs: On
Missed turns: Two in a row and you will be replaced.

The four mods above appear to be intercompatible, although Mytheology seems to be having trouble with its extra divine spells, and I may need to create a replacement .dm file with the holy spells removed.

I'll throw CBM into the mix if people believe it won't cause any difficulties with the other mods being used.

Antilarium is a 12 player map, and needs 9 land and 3 water nations.

Nation choice: Nations will be randomly assigned, but each player gets to choose a nation to be thrown into the pot for the random selection. Water nations will already be in the pot, so three of the suggested nations will remain unplayed. Players will not be assigned the nation they suggested themselves, so don't throw Ashdod into the pot unless you really like the idea of being on the receiving end of an Anakite horde.

One exception to random assignment: If anyone wants Oceania, they can have it.

Final nation placements:

Agartha--------fakeymcfake
Arcoscephale---Executor
Atlantis-------Strabo
Bandar Log-----Gregstrom
Caelum---------Burnsaber
C'tis----------Ossa
Ermor----------Simonlost
Jotunheim------Meglobob
Man------------Alpine_Joe
Oceania--------Scarlioni
R'lyeh---------tgboB
Shinuyama------Goodchild



Players:
Gregstrom
Executor
Alpine_Joe
Goodchild
Ossa
Burnsaber
Meglobob
tgboB
Strabo
fakeymcfake
Simonlost
Scarlioni

Nations:
Oceania
R'lyeh
Atlantis
Machaka (proposed by Gregstrom)
Pangaea (proposed by Executor)
Jotunheim (proposed by Alpine_Joe)
Man (proposed by Goodchild)
Ulm (proposed by Ossa)
Bandar Log (proposed by Burnsaber)
Shinuyama (proposed by Meglobob)
Agartha (proposed by tgbob)
Ermor (proposed by Strabo)
Arcoscephale (proposed by fakeymcfake)
C'tis (proposed by simonlost)
Caelum (proposed by Scarlioni)

llamabeast May 13th, 2009 09:36 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
Have you considered using Burnsaber's Holy War mod as well? I think it looks really interesting.

llamabeast May 13th, 2009 09:37 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
Also if you have any difficulty with mod conflicts you can use my script to combine them and remove conflicts. If you're not sure how to use it I can do it for you.

Zeldor May 13th, 2009 11:47 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
Gregstrom:

It looks like you pretty much want to make it with my modpack :) Too bad I am at my limit of games and can't join that one.

Executor May 13th, 2009 01:32 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
Well, since I can't play my own game :mad:,
I'll join this one if you'll have me.
So, how does this work, I state one nation right?
Ok, Machaka, you're in! Always wanted to try those little spiders.

Gregstrom May 13th, 2009 01:39 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
Llamabeast: I'd be happy to put in Holy War as well.

Zeldor: I'd been considering starting a game like this since I saw CPCS and the magic site mod turn up, but I had too many other games going on at the time. Looks like we were thinking along the same lines :)

Executor: You're in, although I'd already put Machaka in as my suggestion. So you get to put a different nation into the pot.

Burnsaber May 13th, 2009 01:55 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
Word of warning.

Mytheology + CPCS + Holy War might go over the in-game limit on modded spells (IIRC it was 133 spells). They'll probably fit, but there probably won't be any room for modded nations (since those usually add national spells).

If the combined mod crashes the game, try to remove the "Curse of the Four Horsemen" spell from CPCS (along it's nextspells), that will free 5 more slots.

One solution is also to just overwrite national spells from nations which are not in the game. It's pretty easy to write too. Just replace the #newspell line with #selectspell "XXX"

I'm just itching to join, but I'm at my limit on MP games. Perhaps I'll get quickly eliminated in one..

Executor May 13th, 2009 02:09 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
Sorry, didn't see Machaka was in, Pangaea than.

Alpine Joe May 13th, 2009 04:21 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
I'm in and I will throw Jotunheim into the pool.

Gregstrom May 13th, 2009 04:59 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
Fair enough. I'll note that you're a sucker for punishment, and some lucky player will be very grateful to you.

Goodchild May 13th, 2009 08:27 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
This sounds like a lot of fun, I'd love to join in. I'm still sharpening my MP skills I hope that's alright.

As for nations I'll throw Man into the hat.

Alpine Joe May 13th, 2009 11:42 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
What's the point in winning if you aren't fighting the best right :)

Ossa May 14th, 2009 01:07 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
I'd like to through Ulm into the pot and join the game;)

Burnsaber May 14th, 2009 03:37 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
Hmm. It seems that I'll soon fall in one game I'm playing. So I'm available for this one.

Let's put Bandar Log into the mix.

Gregstrom May 14th, 2009 04:23 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting
 
Excellent! I'll put you in now.

Meglobob May 14th, 2009 08:20 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 6/12 players
 
I wasn't going to join another game this summer but can't resist the obvious chaos/anarchy of this one. Not played with any of those mods (not even SP) so should be (a little) like being a beginner again.

What nation to throw in the pot? Errm....Shinuyama it will after be.

Hope we can fit CBM 1.5 in as well!

Executor May 14th, 2009 08:28 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 6/12 players
 
I like the fact that everybody's putting up weaker nations here.

Gregstrom May 14th, 2009 08:29 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 6/12 players
 
@meglobob: So do I, actually. It's been brought out at just the right time.

Shinuyama will be dropped into the pot.

@executor: It's good, isn't it :) I hoped this would heppen if people could only name the nations they were playing against. It will hopefully make for a more interesting game.

tgbob May 15th, 2009 02:42 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 7/12 players
 
I'd like to join along with throwing Agartha into the pot.

Strabo May 15th, 2009 05:19 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 8/12 players
 
I'm in and throw Ermor into the pot

Fakeymcfake May 15th, 2009 10:49 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players
 
I'll join up as well, and I'll throw Arcoscephale into the pot.

Oh and I'm wondering if we'll have time to play around with whatever nation we get assigned since we'll have quite a few mods to get used to.

Gregstrom May 15th, 2009 12:06 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players
 
Welcome to the game, fakey. I imagine giving people a few days to pick up a bit about the mods would be a reasonable thing to do.

Only 2 spots left now - excellent!

simonlost May 15th, 2009 12:54 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players
 
I'd like to join the game.

Gregstrom May 15th, 2009 01:17 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players
 
Yeah, sure thing. You'll need to nominate a nation to be put into the draw, though.

simonlost May 15th, 2009 04:57 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players
 
Quote:

Originally Posted by Gregstrom (Post 691127)
Yeah, sure thing. You'll need to nominate a nation to be put into the draw, though.

C'tis

Gregstrom May 15th, 2009 05:03 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players
 
Ooh, a potential power nation joins the mix. I'll write it up.

Burnsaber May 15th, 2009 11:54 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
I just did a quick test game. CPCS + Mytheolgy + Holy War: Divine + Magic Site mod + CBM 1.5 run along fine.

Burnsaber May 16th, 2009 12:26 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Althought casting (just casting, not monthly casting) the Mytheology divine rituals seem to crash the game for me. Could someone else confirm if this is true in their end too?

I'm suspecting that something in the newest patch broke divine rituals, I encountered this while making divine rituals for Holy War (and was the ultimate reason to leave them out from the mod.)

If the rituals are broken, I suggest that you make a version of mytheology without them (so that no-one can even accidentally send a "crash" turn, which causes everyone to stale automatically.)

Gregstrom May 16th, 2009 01:51 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Mytheology's divine spells make the game crash for me too.

Removing the spells shouldn't be too hard even for a dunce like me :D

I'm also tempted to concatenate the mods with llamabeasts app - I think it's perl, though, and I have no familiarity with perl nor AFAIK any way to run it.

I'd be happy to throw Holy War and CBM 1.5 into the mix too - if anyone has strong objections to this, please speak now.

Scarlioni May 16th, 2009 08:39 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
If there is space for one more then I'd like to join.

Scarlioni May 16th, 2009 08:48 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Hesitent to suggest a nation since we have 11 suggestions and only nine spots.

If a suggestion is needed then I'll propose Cealum.

Burnsaber May 16th, 2009 09:21 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Quote:

Originally Posted by Gregstrom (Post 691207)
I'm also tempted to concatenate the mods with llamabeasts app - I think it's perl, though, and I have no familiarity with perl nor AFAIK any way to run it.

I'd recommend it. I was mostly testing if the mods hit over the spell limit. There are some unit clashes, mostly with Mytheology and Holy War.

Perhaps some IrC guys could give you a hand in running the perl script?

I also found a small bug in the Holy War. I'll upload a new version today evening.

Zeldor May 16th, 2009 09:23 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Gregstrom:

I guess it will be fairly easy to use it. I may try to run it later, when I have time. I hope to sit and maybe release first version of Enhanced Gameplay Mod on Monday [as I won't wait for Zlefin's F/W mod or llamabeast thug mod, so tartarians will stay for now].

Oh, and I have never ever been able to use holy rituals. Has anyone been able to use them at all?

Executor May 16th, 2009 06:26 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Hahaha there is Cthulhu as a pretender for R'lyeh!

shard May 16th, 2009 07:27 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
I'll take the last spot if its available. I haven't played dom for over a year but i trust it hasnt changed tooo much from 3.14!

I don't care about nation picks, I have little idea who the 'weak' and 'strong' ones are anyway. Poor astral/death/blood = weak?

Fakeymcfake May 16th, 2009 08:39 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
I don't think there are many "weak" nations left, unless you want to go with Eriu, but they're like crippled puppy weak. I don't know who would be good to fill the last spot with as all the choices left have very obvious strengths to them. Just go with someone who isn't obviously powerful (ie. don't pick Ashdod).

Gregstrom May 17th, 2009 02:04 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Well, Scarlioni got in first with a pick, and he makes the 12th player. Many apologies Shard, but the game is now full. I'm at a wedding for the weekend so sorting out all the admin (race assignment, mod concatenation)will have to wait for a day or so while I get home. If anyone independent would like to volunteer to assign nations, please PM me.

Gregstrom May 18th, 2009 07:35 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Hokay, the random assignments are as follows:

Agartha--------fakeymcfake
Arcoscephale---Executor
Atlantis-------Strabo
Bandar Log-----Gregstrom
Caelum---------Burnsaber
C'tis----------Ossa
Ermor----------Simonlost
Jotunheim------Meglobob
Man------------Alpine_Joe
Oceania--------Scarlioni
R'lyeh---------tgboB
Shinuyama------Goodchild

I'll put this in the top post shortly.

Executor May 18th, 2009 08:01 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Arco, nice. Well, I have my pretender designed.

tgbob May 18th, 2009 08:06 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Uuugh EA R'lyeh with Oceania. Game over man, game over!

Wait, this is an MA game...

Gregstrom May 18th, 2009 08:32 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Yeah, pity the other guy. R'lyeh could have a ftaghntastic time.

Meglobob May 18th, 2009 08:35 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Jotunheim? Weee...does a somersault...does another cause I have never played this nation in MP.:D

Btw...I started a 12 player game using all the mods on the proposed map with cbm 1.5. When the game started there was no fortress, starting army...anything. When I ended turn it said my nation was dead. I tried again with the exact same results. I concluded the map was short of placement positions, as it worked fine with 11 players.

Anyone want to check it out? See if it happens to them?

Executor May 18th, 2009 08:47 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
Just tried it myself, no forts no nothin'
As far as I see everything works just fine without CBM, why not just stick with that?

Burnsaber May 18th, 2009 08:48 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player
 
I just noticed some bugs in Myhteology. There are some pretenders with priestly magic (Great Egg, for example), but are not sacred. Choosing these pretenders will result in a game crashing error.

I'd suggest that when the mods are compiled and the holy rituals removed, these pretenders to be granted sacred status (pretender gods can never be blessed, so it has no effect on balance, unless you wish for them).

Just so that everyone knows.

Gregstrom May 18th, 2009 06:17 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
 
You're looking at mytheology4.dm? Unless I can't read mod-speak correctly, the Great Egg doesn't have holy magic assigned for any of the three nations it can go to. I can start a game with it selected for MA Caelum, and there's no problem either.

What is the relevant line of code I should be looking for?

I have noticed that the Monkey King hasn't been given a weapon though. Psientist created one, but presumably forgot to assign it.

As another thought, why is the Father of Medicine a much less effective healer than the Mother of Serpents? It seems wrong somehow.

simonlost May 18th, 2009 07:31 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
 
so are we holding off on making the pretenders until we figure out what's going on with the mods?

Alpine Joe May 18th, 2009 07:46 PM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
 
ugh MA man. The nation I would have least liked to have gotten. Oh well, time for a learning experience.

Gregstrom May 19th, 2009 12:31 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
 
Nothing fundamental will change about the mods, but there appear to be a couple of bugs in Mytheology. This shouldn't actually affect pretender design, though.

Gregstrom May 19th, 2009 01:14 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
 
Actually, I wasn't completely accurate there. I hadn't until now put CBM 1.5 and Holy War into the top post. CBM in particular alters the point costs of many pretenders, and should be enabled in pretender design.

NOTE TO ALL: HAVE CBM 1.5 AND HOLY WAR 0.8 ENABLED WHEN DESIGNING PRETENDERS!!

Gregstrom May 19th, 2009 01:19 AM

Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.
 
A further note: As I'm already altering Mytheology for fix purposes (removing the divine spells etc), I'm inclined to give the Desire pretender Water and Nature at level 1 each, as per her description text. She's 180 points with a path cost of 70, so I don't think it's incredibly unbalanced.

That said, if people object strongly I'll take them back out again. It's not part of the 'official' mod, after all.


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