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November 3rd, 2007, 04:02 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: City wars-Gang wars, a new map + mod ALPHA
I fear the problem might be another thing
do you need to use the number or the NAME when adding sites?
for regular sites I've just used the number (but I've not been able to play long enough to see if they are actually there) now I did that again but as I said I now get kicked out the game when pressing the start game button
it's totally unclear to me when I should use ID's and when names can someone please tell me?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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November 3rd, 2007, 04:49 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: City wars-Gang wars, a new map + mod ALPHA
another question: what causes a "bad neighbour" error?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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November 3rd, 2007, 04:50 PM
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Sergeant
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Join Date: Aug 2007
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Re: City wars-Gang wars, a new map + mod ALPHA
I always use numbers. I have had errors with names once or twice. But I think its only 4 sites per province. Endoperez's solution sounds good (give each nation a province that is connected to no other nation and gives lots of old).
The only problems with that are:
1. someone could teleport into another person's bank. not a problem if this is SP and you tell people not to cheat.
2. losing your cap wouldnt mean losing your bank. Once again, not a problem if SP I think, because if you lose your cap I'm guessing you start over?
3. you wouldnt get someone else's bank by stealing their cap.
with low population, wont you also have low supplies?
never heard of bad neighbor. my guess is you wrote a number that doesnt exist, or didnt write a number in (like, were supposed to have two numbers and only wrote one)
re: getting kicked out of the game... i dont really know what i'm talking about here.. wasnt there some issue with you and admins a while back? did that get fixed? or maybe i am confused
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November 3rd, 2007, 04:54 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
forget about the neighbour problem I'm doing stupid things with old maps which was the reason.. there where some province to few on the map I was using. (and still one to much on the good one, but that has been taken care of too..)
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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November 3rd, 2007, 06:08 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
#landname 138 "Mnace"
#terrain 138 0
#population 1000
--> I did things like this to all provinces (the pop 1000 part)
why does the game still have only province with 3-8 K pop and 30 K in home provinces?
also:
#allies 31 23
nation 31 is city guard, the ones I didn't want to start expanding with their 4 provinces with 80 troops...
first thing I encounter are rapidly expanding city guards.. their stats are obviously going sky high.. so this won't do.. any solutions? Or should I remove them as faction and just put the armies as indies on the gates (which would mean the king and church could expand beyond the gates the city guard is blockign.. which would be.. another bad thing)
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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November 3rd, 2007, 06:14 PM
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Sergeant
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Join Date: Aug 2007
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Re: City wars-Gang wars, a new map + mod ALPHA
I think you hae to do #setland <prov#>
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November 3rd, 2007, 06:59 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
thanks that did indeed do the trick
still need help with the city guards though.. how to prevent a player from expanding OR how to prevent 2 strong nations from passing certain chokepoints (without making it impossible to pass them yourself later on)?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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November 3rd, 2007, 07:27 PM
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Sergeant
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Join Date: Aug 2007
Posts: 379
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Re: City wars-Gang wars, a new map + mod ALPHA
i think there are many numbers for independants, not just 23. that's my only guess.
the idiot/easy but tedious method:
set 31 to be allies with every number 1-100. if there are some nations you know the # for and dont want to be allied, omit them.
i would think this would do it. i have never done this, so, thats my best help
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