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December 17th, 2004, 03:48 PM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: Patch \'n mod
I downloaded the Linux (x86) patch, but tar tells me the header is incorrect, and won't show me the archive contents.
Has anybody met with better luck?
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December 17th, 2004, 04:18 PM
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Private
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Join Date: Dec 2004
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Re: Patch \'n mod
Quote:
PhilD said:
I downloaded the Linux (x86) patch, but tar tells me the header is incorrect, and won't show me the archive contents.
Has anybody met with better luck?
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Yes, it worked for me.
The file has a .tar extension, but it is in fact a compressed tar archive. Did you use the z option with tar?
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December 17th, 2004, 05:00 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Patch \'n mod
Someone, please slap me. The army9 file must have been introduced prior to the 2.14 patch, hence its presence in the 2.15 patch; I was overlooking the obvious, as usual.
Back to the Oceania mod: I gave a Moonshine Cap to an Astral 1 Capricorn, and it kept Astral 1 on the land (he should have lost Astral 1, and the Cap should have had no effect on his paths). Is it intentional, or a bug? It seems rather interesting to me (pay to keep your magic on the land), but that might not exactly be what Illwinter had in mind.
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December 17th, 2004, 05:13 PM
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Second Lieutenant
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Join Date: Feb 2004
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Re: Patch \'n mod
Bishop fish! Finally, some validation!
Always loved that thing, I did. My favorite bit of Christian mythology.
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December 17th, 2004, 08:42 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Patch \'n mod
One bad thing about the 2.15 patched executable: it seems that running a second copy under Windows causes problems - the 2nd executable takes 100% of the CPU, making it _very_ unpleasant and almost unusable. (For instance, when you want to check something from the game while writing a message, it's almost mandatory to bring up a 2nd copy so you can look at the turn while writing.)
I expect this'll also cause problems for anyone attempting to host a game on the same machine they're playing on - ie, blitz games.
I didn't see this happening before I applied the patch, albeit maybe it's just my machine (Windows 98 SE), etc.
__________________
Wormwood and wine, and the bitter taste of ashes.
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December 17th, 2004, 08:51 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Patch \'n mod
Quote:
Alneyan said:
Back to the Oceania mod: I gave a Moonshine Cap to an Astral 1 Capricorn, and it kept Astral 1 on the land (he should have lost Astral 1, and the Cap should have had no effect on his paths). Is it intentional, or a bug? It seems rather interesting to me (pay to keep your magic on the land), but that might not exactly be what Illwinter had in mind.
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It seems likely to me that the astral path is simply reduced by one on land, so empowering or putting a starshine skullcap on it raises it high enough to still have 1 on land. This would be consistent with the way a number of the shapeshifters (primarily dragons) have their paths reduced in one form.
__________________
Wormwood and wine, and the bitter taste of ashes.
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December 18th, 2004, 11:06 AM
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General
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Location: United Kingdom
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Re: Patch \'n mod
You are correct Cainehill; I thought the magic reduction was because of two different sets of magic paths on the land and water Capricorns, but it is merely a reduction of 1 level everywhere. If this drops the level in any path to 0, it is still possible to raise it back to 1 with any item, so the path is not "lost".
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December 18th, 2004, 05:35 PM
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Second Lieutenant
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Join Date: Feb 2004
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Re: Patch \'n mod
Would this make it possible to use an air path booster underwater? And would it have to be equipped on land, when air >0?
Also, any word on bugs relating to path reduction and spells like Returning, Teleport, Twiceborn, etc?
Update: Err... not that an aquatic nation would want to cast Twiceborn unless Thetis' Blessing was in effect.
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December 18th, 2004, 08:35 PM
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Major
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Join Date: May 2003
Location: Solomon Islands
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Re: Patch \'n mod
Quote:
Alneyan said:
You are correct Cainehill; I thought the magic reduction was because of two different sets of magic paths on the land and water Capricorns, but it is merely a reduction of 1 level everywhere. If this drops the level in any path to 0, it is still possible to raise it back to 1 with any item, so the path is not "lost".
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That's interesting to know. So I suppose that even at 0 astral, he can still be mind dueled!
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December 19th, 2004, 07:25 AM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Patch \'n mod
Seems likely.
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