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January 12th, 2004, 09:00 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: patch 2.06 out
Quote:
Originally posted by apoger:
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C'mon, when Illwinter makes a new theme it does not replace the main theme, it's simply an option that's selectable. Why make mods ridiculously clunky when you already have a method of adding in content?
Until we have the ability to add/edit/remove any theme, the mod tools are nothing more than a kludge (IMHO).
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From IW's earlier comments on what'd be in the first patch, I only expected a kludge for the new mod tools. It's their first step into moddability. Good to point out what else we'd like and expect, and I agree with your points in that way. I just wouldn't expect more for the first mod patch, and don't think we should give them a hard time about it.
PvK
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January 12th, 2004, 09:01 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: patch 2.06 out
Just my humble opinion but I consider themes to be internal to the game. I dont especially like the idea of Users crossing that line. For purposes of quality assurance I would rather that themes stay in the area of Illwinter, and Mods be user territory (not saying Illwinter cant do a few).
If things can be done to make mods more capable toward theme abilitys thats ok but I like having them easily recognizeable as seperate things.
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January 12th, 2004, 09:12 PM
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Second Lieutenant
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Join Date: Oct 2003
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Re: patch 2.06 out
>Neither of us at Illwinter have ever played modded games, so we're quite new to the concept. This is the first try. I like it, but it can be improved.
I can accept that.
Kudos on a first try, and here's hoping that there will be improvements.
I'll just have to wait for those improvements before messing with the nations, which I was looking forward to doing. In the meantime I'll see if I can do a general mod involving the universal modifiers.
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January 12th, 2004, 09:26 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: patch 2.06 out
Quote:
Originally posted by apoger:
I'll just have to wait for those improvements before messing with the nations, which I was looking forward to doing. In the meantime I'll see if I can do a general mod involving the universal modifiers.
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Why not mess with nations. I can't imagine that it will be difficult to change a nation mod into a theme mod when it becomes available.
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January 12th, 2004, 09:28 PM
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Sergeant
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Join Date: Dec 2003
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Re: patch 2.06 out
I'm curious, if everybody can chose his own mod to use in a multiplayer game, what should stop me to create some uber kickass nation?
Or did I get this wrong?
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January 12th, 2004, 09:35 PM
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Second Lieutenant
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Re: patch 2.06 out
Prinz,
I think in MP all players must agree on the mod or you will end up with default theme sent from the hosted computer.
I think very few mods will end up being used in MP by folks who want to have a real chance at winning because they will have to have passed a rough balance test.
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January 12th, 2004, 09:37 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: patch 2.06 out
You must use the same mods in MP. If all agrees to enable 'Alexmod - Ulm' amd disable 'Alexmod - Marignon' the host can start a game with these mods.
The hosting computer is what really matters. If you try to play a modded game with a different mod on the client computer you will have either corrupted turns or false information i believe.
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