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August 31st, 2009, 03:25 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
Actually, I think it's just that you forgot to download the turn file to the Momentum2 folder you created in your savedgames folder. Make sure you have a file called mid_caelum.trn in there.
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August 31st, 2009, 04:47 AM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Momentum 2 - Running
No luck with the phone yet. It's a shame, I had an interesting build devised for pangaea. Well, good luck with the game everyone.
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August 31st, 2009, 02:52 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
Sorry it didn't work out, Psycho. Can't say I'm surprised it's taking the phone company so long to reestablish service.
I was actually really worried about Pan. I didn't want to change the rules after the fact but when you selected Pan it occurred to me that maenads are auto-spawn units. Without gem generators I'm guessing taking Pan's castles would have become even more difficult (unless of course your build incorporated Order scales).
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September 1st, 2009, 06:34 AM
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First Lieutenant
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Join Date: Jul 2009
Posts: 601
Thanks: 3
Thanked 14 Times in 13 Posts
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Re: Momentum 2 - Running
my computer has died so I won't be playing
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September 1st, 2009, 08:52 AM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Momentum 2 - Running
My line is working again. Thanks to a friend who knows a friend who knows a guy in the telephone company.
I can come back instead of ghoul31 if he can't fix his computer.
I don't want to say anything about my build, but I don't think maenads break the game. Yes they are freespawn, but not nearly as powerful as vampires or other freespawn units you took out. Plus, going that route has its drawbacks, because you have to take turmoil and pans eat a lot of upkeep, so you are very strapped for cash. You can almost forget about recruiting any real troops.
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September 1st, 2009, 10:46 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
Ok, Psycho, you're back in! Resetting the game to accept pretenders now. Sorry everyone for the setback. We really are about to get started. Darn, I really liked my starting position.
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September 1st, 2009, 10:55 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
Game has been reset and Caelum pretender deleted so we're ready for your pretender.
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September 1st, 2009, 11:18 AM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Momentum 2 - Running
I haven't made my pretender yet. I haven't even seen your mod yet. I'll try to finish my pretender by the end of the day.
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September 1st, 2009, 11:33 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 2 - Running
Sure, no problem. Please only have the mod active when creating the pretender. Thanks.
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September 1st, 2009, 03:29 PM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Momentum 2 - Running
I'm done. You can start the game now.
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