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September 5th, 2011, 07:49 AM
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First Lieutenant
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Join Date: Jan 2011
Posts: 754
Thanks: 72
Thanked 12 Times in 11 Posts
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Re: MA -Myconos- Last of the Fungi
Hrmmm, I appear to be doing something wrong.
I've unzipped the files and put them in the mods folder. I've turned on the mod (which appears to have worked). But I am unable to find the nation to play in the MA list? (Or in any other list, just to be clear.)
I've just given Pictland a try doing the same things, and it showed up, so I'm a tad confuse. Any help would be much appreciated! :-)
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September 5th, 2011, 08:16 AM
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Sergeant
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Join Date: Feb 2011
Posts: 210
Thanks: 26
Thanked 23 Times in 12 Posts
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Re: MA -Myconos- Last of the Fungi
Ok,
it's fixed now.
I have no idea what just happened. The .dm file was just empty .
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September 5th, 2011, 09:35 AM
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First Lieutenant
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Join Date: Jan 2011
Posts: 754
Thanks: 72
Thanked 12 Times in 11 Posts
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Re: MA -Myconos- Last of the Fungi
Excellent, thanks for fixing it. I'll take it for a spin tomorrow :-)
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September 6th, 2011, 08:07 AM
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First Lieutenant
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Join Date: Jan 2011
Posts: 754
Thanks: 72
Thanked 12 Times in 11 Posts
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Re: MA -Myconos- Last of the Fungi
I've just started playing around with the mod. I really like it so far. Its got a fantastic amount of flavour (I can't help but feel sorry for the poor Voland and Duke). But the best bit is that I can have a cow as a hero :-)
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September 9th, 2011, 01:53 AM
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First Lieutenant
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Join Date: Jan 2011
Posts: 754
Thanks: 72
Thanked 12 Times in 11 Posts
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Re: MA -Myconos- Last of the Fungi
So I've kicked off an MP game to test this mod:
Malicious Mushrooms
I'll be interested to see how it stacks up.
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September 14th, 2011, 09:00 AM
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Sergeant
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Join Date: Feb 2011
Posts: 210
Thanks: 26
Thanked 23 Times in 12 Posts
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Re: MA -Myconos- Last of the Fungi
Myconos Version 3.0
Yeah, I know, another update. Phew... not again.
There was just to much potential for various semi-cheats with the free spawn to be a serious MP nation. Besides with the unrest dominion the only viable strategy was to go for free spawn and blood hunt for more free spawn (Blood Fungus).
I hope the nation can be played with more than one strategy now, although I think some prices still needs some tweaks. Enjoy!
--- Removed unrest incurring dominion
--- Free spawn reduced by 40%
--- Former Palace guard, now City Guard, recruit anywhere. Hurray .
--- Changes magic on Elder Counsel Mage from 2AWEN to 2 times 1AWEN
--- Tweaked some prices
--- PD above 20 only 8 Granite warriors for 10 points
--- Set castles types
--- Laboratories and Temples normal prices
--- Summon Blood Fungus 80 -> 60 slaves
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September 16th, 2011, 08:55 AM
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First Lieutenant
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Join Date: Jan 2011
Posts: 754
Thanks: 72
Thanked 12 Times in 11 Posts
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Re: MA -Myconos- Last of the Fungi
A quick suggestion/request, GFSnl: can you please add in the version number to the modname tag, as this makes it easier to make sure I have the right version of the mod. (e.g. '#modname "Myconos 3.00"')
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September 17th, 2011, 07:08 AM
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Sergeant
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Join Date: Feb 2011
Posts: 210
Thanks: 26
Thanked 23 Times in 12 Posts
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Re: MA -Myconos- Last of the Fungi
Ok, will do. In the next iterations.
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October 24th, 2011, 04:48 AM
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Private
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Join Date: Mar 2011
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: MA -Myconos- Last of the Fungi
This is *really* cool. I'm still experimenting with it and haven't gotten a chance to try it in MP yet, so I can't comment on the balance, but I'm in love with the concept, flavor, and execution.
Any chance for a chart, though, showing what evolves into what? I'm kind of at a loss how to get some things.
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October 24th, 2011, 09:59 AM
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Sergeant
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Join Date: Feb 2011
Posts: 210
Thanks: 26
Thanked 23 Times in 12 Posts
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Re: MA -Myconos- Last of the Fungi
Had nothing to do today so as requested a chard of Myconos Life cycle.
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