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				April 14th, 2004, 09:01 PM
			
			
			
		  
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				Sergeant 
				
				
				
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					Join Date: Dec 2003 
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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 
					
					
					
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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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				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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				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 
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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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				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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