![]() |
MP with mods
Hello guys!
I'm sorry to bother you, but I'm sure you can help me. If I join a game and the host uses a mod (in my case Sacred Salamanders), do I need to activate it as well? I'm sure the answer to this has already been written in this forum, but I did not manage to find it. Thanks for your efforts! |
Re: MP with mods
If the game was created using a mod, then you will not be able to play your turn unless you have the same mod.
- Matt L. :-> |
Re: MP with mods
[ April 15, 2004, 00:32: Message edited by: mlepinski ] |
Re: MP with mods
BUT it will be activated (and the not-used mods deactivated) automately: All you need to take care of is that you make your pretender with right mods activated, and that you have the mods in your dom2\mods\ directory when playing.
|
Re: MP with mods
Quote:
Or so I think ... http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: MP with mods
Quote:
Or so I think ... http://forum.shrapnelgames.com/image...s/rolleyes.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Disturbing thought, since you can easily write your own mod where your chosen pretender has very cheap paths, and costs very little design points (say, a Vampire Queen with a Path cost of 10 and a DP cost of 0). I hope cheat detection will catch this at least... |
All times are GMT -4. The time now is 01:19 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.