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January 16th, 2004, 09:31 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
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MODS technical problems?
some technical issues & questions about mods:
1. if I install a MOD, register it into dominions, then unregister it, then uninstall it, dominions still want to access it and crash upon creating a new game. I had to suppress the .cfg file.
2. how to handle a pbem with some MODS and another one without MODS ?
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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January 16th, 2004, 11:05 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
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Thanked 165 Times in 22 Posts
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Re: MODS technical problems?
1. Did not know about that one... So did you delete the mod when Dominions was still running or what?
2. Dominions will automatically enable/disable mods when you choose 'select an existing game' to ensure you are properly modded for the game in question.
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January 16th, 2004, 12:07 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: MODS technical problems?
3) Is there any way to mod the cost new pretenders must pay for new magic skills? I see the point cost for taking them can be changed, but I see no way to mod the cost to add magic skills to them.
PvK
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January 17th, 2004, 02:23 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: MODS technical problems?
Quote:
Originally posted by Johan K:
1. Did not know about that one... So did you delete the mod when Dominions was still running or what?
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no, nothing twisted like that
I cant reproduce it, I had only the problem with the TANG mod, perhaps something in the file path or name can do that. It works like a charm with the other mod anyway.
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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January 16th, 2004, 07:05 PM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: MODS technical problems?
Another thing: it would be nice if mod makers set them up so that, like the "demo" mods originally written by Illwinter, they wrote their files in specific subdirectories. This might help ensuring they don't interfere...
(I downloaded those available from the Illwinter site, and not all of them do that. Also, the "Hoburg Alliance Special Edition" overwrites some of the initial "Hoburg Alliance" files - I guess that means one cannot then decide to play the initial mod...)
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January 16th, 2004, 07:40 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: MODS technical problems?
Quote:
Originally posted by PhilD:
Another thing: it would be nice if mod makers set them up so that, like the "demo" mods originally written by Illwinter, they wrote their files in specific subdirectories. This might help ensuring they don't interfere...
(I downloaded those available from the Illwinter site, and not all of them do that. Also, the "Hoburg Alliance Special Edition" overwrites some of the initial "Hoburg Alliance" files - I guess that means one cannot then decide to play the initial mod...)
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The Hoburg SE mod does not remove anything from the Hoburg mod. It only adds three units. You can choose between the mods.
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