|
|
|
|
 |

February 2nd, 2007, 02:50 AM
|
 |
Captain
|
|
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
|
|
Re: New Mod: Chaos Wars
The numbers for units, nations etc. are limited so the conflicts with other mods are inevitable. The numbers I'm using for a particular mod are shown at the beginning of the mod file.
|

February 2nd, 2007, 03:35 PM
|
 |
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: New Mod: Chaos Wars
Eventually I really will release "reconciled" mod compilations - it's not hard to remove all unit ID clashes if you have, say, a computer.
But at the moment you can't play with more than four or five mods at once anyway - I'm still getting the "sprnbr too high for file" error when I try to combine more than a few mods.
Assuming that isn't a result of my error (someone else can try loading seven new nations at once and see what happens,) we'll have to wait for a fix from Johan, and I think he's got other piorities.
Amos, nice pixel art!
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|

February 3rd, 2007, 05:07 AM
|
 |
Captain
|
|
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
|
|
Re: New Mod: Chaos Wars
Version 0.03
-Renumbered all the units
-Removed ethereality from Stigian and changed his sprite again
I didnt have time to test this version, so I'm posting it as is.
I'm also thinking of giving Mater Mundi the ability to produce bonded instead of having them recruited. Maybe Mater Mundi will cost another 100 and when "summon allies" will get 1 Hound, 2 Enforcers and 3 Pikes. Any thoughts?
|

February 3rd, 2007, 05:49 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: New Mod: Chaos Wars
I'm pretty sure about #makemonster being only able to generate monsters of one spesific type. If you gave a unit three #makemonster commands, it'd have three different monster creation orders. In your case, it would be 1 Hound, 2 Enforcers OR 3 Pikes.
|

February 3rd, 2007, 08:18 AM
|
 |
Captain
|
|
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
|
|
Re: New Mod: Chaos Wars
I already tested that and there is no problem technically. What I was asking was if it will completely screw up what little balance there is in the mod. I'm now thinking 1/1/1 is a better option.
|

February 3rd, 2007, 09:30 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: New Mod: Chaos Wars
Heh, you're right. I had tested combinations of multiple #makemonster1 or multiple #makemonster5 commands, not a combination of two different #makemonster commands. Very interesting command.
|

February 3rd, 2007, 09:41 AM
|
 |
Captain
|
|
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
|
|
Re: New Mod: Chaos Wars
Too bad 1/1/1 isnt working  . I've tested 1/2/3 version and its just too unbalancing. I distributed the summons: a Hound to Lord Judge, a Pike to Lord Arbiter and an Enforcer to Mater Mundi. I'm posting it as a main version.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|