|
|
|
|
|
January 22nd, 2010, 06:38 PM
|
BANNED USER
|
|
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
|
|
Re: Blood Red (closed - setting up)
Well Tourmaline had 8 mod nations, and we didn't have any problems. By my count we have 7 here.
|
January 22nd, 2010, 07:59 PM
|
BANNED USER
|
|
Join Date: Nov 2009
Posts: 122
Thanks: 5
Thanked 2 Times in 2 Posts
|
|
Re: Blood Red (closed - setting up)
Are you using the most recent (0.8) version of the Ogre Kingdoms mod? Because the most recent version gives slaughtermasters a 100% FE random and has pitfighters, maneaters and bulls with different gold and resource costs.
|
January 22nd, 2010, 10:51 PM
|
BANNED USER
|
|
Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
|
|
Re: Blood Red (closed - setting up)
Quote:
Originally Posted by Tollund
Are you using the most recent (0.8) version of the Ogre Kingdoms mod? Because the most recent version gives slaughtermasters a 100% FE random and has pitfighters, maneaters and bulls with different gold and resource costs.
|
Fixed. I compared the versions I have with Sombre's mod list and on there it says the latest version is 0.7.
Quote:
Originally Posted by Sombre
'sprnbr too high' can also turn up halfway through a game, btw. It used to be a major pain in the *** when trying to use mod nations. The limits have been increased, but are still there. One of the reasons I've never tried to start another big all mod nations game.
|
This mod has the following:
Nations: 8
Monsters: 374
Magic Sites: 20
Weapons: 146
Armor: 50
Spells: 123
TGAs: 510
Looks like we have 12 Spell slots left. Does 510 sound like to many sprites? More testing now would be good!
#5
|
January 22nd, 2010, 11:53 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Blood Red (closed - setting up)
Quote:
Originally Posted by Trumanator
Well Tourmaline had 8 mod nations, and we didn't have any problems. By my count we have 7 here.
|
Well, in Tourmaline one of those mod nations had a VERY small number of sprites. I'm surprised I didn't get that issue in Tourmaline though, considering.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
|
January 23rd, 2010, 04:36 AM
|
|
Colonel
|
|
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
|
|
Re: Blood Red (closed - setting up)
510 sounds like a lot. I'd recommend to give the thing some extensive testing before going for the MP game (perhaps play a SP game with the nations to turn 60+ or something).
One way you can decrease the amount of sprites is to get rid of national pretenders that are not in use. Since Pyg is a outsider, each player could just tell him if he is going to use some national pretender or not.
If the limit is tied to how much custom-sprites are shown in combat, you could try to find units whose sprites could be replaced by #copyspr commands. Sure, it won't be as pretty but I'd guess that function comes before aesthetics in this case. (Alugran human infantry comes to mind as being easy to replace with vanilla sprites)
|
January 23rd, 2010, 12:04 PM
|
BANNED USER
|
|
Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
|
|
Re: Blood Red (closed - setting up)
Quote:
Originally Posted by Burnsaber
510 sounds like a lot. I'd recommend to give the thing some extensive testing before going for the MP game (perhaps play a SP game with the nations to turn 60+ or something).
|
In testing I did a year ago, I thought I found the hard limit to be close to 1000, but I'm still very unsure. Anyway, I've been begging for testing because this is a pretty crazy mod and there are still bugs in DMG, not to mention my mistakes.
|
January 26th, 2010, 06:13 AM
|
BANNED USER
|
|
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
|
|
Re: Blood Red (closed - setting up)
It would be nice to get this game off the ground. How far are we with the mod pyg?
|
January 26th, 2010, 12:31 PM
|
BANNED USER
|
|
Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
|
|
Re: Blood Red (closed - setting up)
Well, no one has said anything is wrong with the latest version, but it looks like only one person has looked at it....
|
January 26th, 2010, 01:02 PM
|
BANNED USER
|
|
Join Date: Nov 2009
Posts: 122
Thanks: 5
Thanked 2 Times in 2 Posts
|
|
Re: Blood Red (closed - setting up)
The only thing I noticed in a quick overview is a Marverni Horn blower as a pretender choice for the Ogres.
|
January 26th, 2010, 01:54 PM
|
BANNED USER
|
|
Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
|
|
Re: Blood Red (closed - setting up)
Quote:
Originally Posted by Tollund
The only thing I noticed in a quick overview is a Marverni Horn blower as a pretender choice for the Ogres.
|
Thanks, but this seems to be quirk from CBM (line 7809) which does something to Champion of the Horn and then #restrictedgod 79 which happens to be the Ogres nation number in this mod. Is this in CBM for a mod nation, because 79 is not a default nation. grep says this is the only #restrictedgod in CBM as well. I can fix this easily for the game by removing this line from the mod or renumbering the nations, but I won't submit another mod just for this change.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|