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  #51  
Old November 12th, 2007, 10:56 AM

Jurri Jurri is offline
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Default Re: CB Mod

Well, my preference already was for vanilla: if it helps avoid battle replay -problems, then all the more reason for it
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  #52  
Old November 12th, 2007, 11:11 AM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: CB Mod

I have been playing around with the mods a lot, and haven't ran into any trouble. You check with QM to see if he has heard about problems like this.

If in the first post you advertise the game as using mods, you should stick with it. It is unfair if players sign up for a game because of mods or certain settings, and then then they are changed later. Plus asking these questions tend to start arguments where no one agrees. It is best to just state the rules of the game at the beginning, and then stick with it.
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  #53  
Old November 12th, 2007, 11:13 AM

calmon calmon is offline
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Default Re: CB Mod

I had different battle results in MP game in vanilla version as well (at least in 3.06 and 3.08).

It occurs primary in late game to me (or it was noticeable there) when a lot of battlespells work but not sure what the real reason is.

I saw different battle endings and the commanders/units often had different afflictions in battle replay and afterwards in the game.

Sometimes it was annoying but it was not reproduceable.

Maybe it still has something to do with different systems i.e. Linux Host and Windows Client.
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  #54  
Old November 12th, 2007, 11:21 AM
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WraithLord WraithLord is offline
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Default Re: CB Mod

I suggest to be careful here, it may be that this issue came with 3.10 and has nothing to do with CBM. I stumbled upon this by accident and have saved that battle in case someone that knows more then me (and isn't involved in this game) would like to take a closer look. I'm also participating in an MP game that's using the same CBM settings as proposed for RAND in which I haven't yet seen this issue. Hopefully this suggests that the issue is rare. IMHO if no one else has encountered or heard of the same then this issue by itself shouldn't be the reason to switch to vanilla.

EDIT, I'll do some research my self. I have a bunch of vanilla SP games started prior to 3.10 I'll play a few turns in all of them and see if something similar happens. long shot, but worth trying I think.
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  #55  
Old November 12th, 2007, 11:39 AM
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Agrajag Agrajag is offline
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Default Re: CB Mod

Quote:
If in the first post you advertise the game as using mods, you should stick with it. It is unfair if players sign up for a game because of mods or certain settings, and then then they are changed later. Plus asking these questions tend to start arguments where no one agrees. It is best to just state the rules of the game at the beginning, and then stick with it.
It originally read something like
"Conceptual Balance Mod (unless players would rather play vanilla?)
Worthy Heroes Mod (unless players would rather play vanilla?)"

As for the replay bug:
In dom2 there were two reasons for the replay bug AFAIK:
1) Difference in version between host and client.
2) Difference in OS between host and client, due to a bug that has been fixed. (IIRC they had some lines that were similar to "if (random()>random())" and on one OS it would generate the left one first and on another it would generate the right one first)
None of which really fit the case.

Since these are SP games WraithLord is talking about, I have no real guess what is going on. Perhaps due to some bug in 3.10 the game generates a turn as if it was generated by version 3.10 and reads it with the client as if it was 3.8? Or the other way around? Or maybe it generates the turn without considering the mods and reads it with the client with consideration for the mods? Or the other way around?
It sounds a bit unlikely to me that the mods themselves are the source of the problem, though they may be a catalyst to it.

But then, what the hell do I know?
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  #56  
Old November 12th, 2007, 11:58 AM

Zeldor Zeldor is offline
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Default Re: CB Mod

PashaDawg:

I had totally different battles in replays than in results in my first MP game which is vanilla.
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  #57  
Old November 12th, 2007, 12:01 PM
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Default Re: CB Mod

Agrajag, I tend to agree with your analysis. Even more now that I have encountered the issue in one of my old vanilla SP games (old meaning started prior to 3.10). I have saved this turn as well but I assume its likely something along the lines of what you described that came with 3.10. I have played quite a lot of SP games prior to 3.10 and haven't encountered this issue. It may have been there before but not so blatantly as to reporting a lost battle as won and vice versa.

Based on that my opinion is to proceed as planned and if this is indeed a bug than we'll just have to live with it.
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  #58  
Old November 12th, 2007, 12:47 PM

CUnknown CUnknown is offline
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Default Re: CB Mod

I don't mind either way.. I guess I like using the CB pretenders and scales, but it's no big deal for me. I sent in my pretender already, obviously I would have to resend if we changed the mods, just let us know.
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  #59  
Old November 12th, 2007, 03:19 PM
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Default Re: CB Mod

Hello All:

Ok. Unless someone has major concerns about the CB mod, we'll keep things the way they are.

My concern was that Wrathlord might have discovered a serious defect with the CB mod, and I did not want to start a game with a broken mod and later need to restart everything.

Agrajag is correct. The original first post of this thread was not conclusive as to which mods would be used. I edited it yesterday or so once I thought we had decided the settings, but then this potential problem popped up.

Thanks.

Pasha
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  #60  
Old November 12th, 2007, 07:45 PM

quantum_mechani quantum_mechani is offline
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Default Re: CB Mod

On the topic of battle inconsistencies, it seems unlikely that any of the mods are the cause. I've seen those in just about every kind of game, sp and mp, modded and unmodded, since Dom2.

The Pretenders and Scales sections are even less likely to cause difficulties, the tweaks there are with such basic commands that if they mess up the game, virtually any mod messed up the game. Worthy heroes might be slightly more risky, but there is still no real reason to think mods are responsible.
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