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April 14th, 2004, 09:01 PM
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Sergeant
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Join Date: Dec 2003
Location: Würzbueg, Germany
Posts: 397
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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!
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April 14th, 2004, 09:58 PM
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Private
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Join Date: Feb 2004
Posts: 49
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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. :->
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April 14th, 2004, 09:58 PM
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Private
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Join Date: Feb 2004
Posts: 49
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Re: MP with mods
[ April 15, 2004, 00:32: Message edited by: mlepinski ]
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April 14th, 2004, 11:21 PM
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Corporal
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Join Date: Feb 2004
Location: Finland
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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.
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April 15th, 2004, 10:43 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: MP with mods
Quote:
Originally posted by Tuna-Fish:
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.
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I'm not sure that the Pretender design is mod-dependent, I mean I think you can design gods with mod X on, then desctive it and still use the god. However he will have abilities according to mods on when you start the game, not those when you designed it.
Or so I think ...
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April 15th, 2004, 07:07 PM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: MP with mods
Quote:
Originally posted by PDF:
quote: Originally posted by Tuna-Fish:
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.
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I'm not sure that the Pretender design is mod-dependent, I mean I think you can design gods with mod X on, then desctive it and still use the god. However he will have abilities according to mods on when you start the game, not those when you designed it.
Or so I think ... 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...
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