|
|
|
|
|
July 12th, 2009, 09:38 PM
|
Sergeant
|
|
Join Date: Jan 2009
Posts: 208
Thanks: 2
Thanked 4 Times in 3 Posts
|
|
Re: Tourmaline - Mod Nations Game (bug hunting)
ah ok, maybe thats what happen. and it looks so purrdy. well either way I don't mind which one or what type of start really
|
July 12th, 2009, 10:00 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Tourmaline - Mod Nations Game (bug hunting)
Okay well, not having heard either way I'm going to go with my preference, which is the geometric design from the first post of the thread. I'll set the game up now and hopefully we can get all pretenders submitted in the next day or two.
Edit: Or not? The llamaserver seems to be confused. I will have to pm llama about this. As he is away at the moment we may have to wait a few days to start the game. Hrmm.
Last edited by rdonj; July 12th, 2009 at 10:09 PM..
|
July 13th, 2009, 07:16 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Tourmaline - Mod Nations Game (bug hunting)
Llamabeast has identified the issue. Unfortunately I had to alter the name of the map image and change the .map file. So you will have to download these again from the first post. Hopefully with this done all our issues will be out of the way and we can move on with the game. Also I will set the game up shortly, so prepare your pretenders everyone.
Also, please make sure you have the correct version of the mod. Only 5 people have downloaded the new version out of 9 who need to. If you don't download the new version you will be plagued with battle replay bugs.
Last edited by rdonj; July 13th, 2009 at 07:24 PM..
|
July 13th, 2009, 07:56 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Tourmaline - Mod Nations Game (bug hunting)
Ignore that the map claims to be albatha, somehow I messed up the referral post when uploading the map.
|
July 14th, 2009, 04:34 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
Note the thread title...
|
July 14th, 2009, 06:39 PM
|
Sergeant
|
|
Join Date: Dec 2008
Posts: 200
Thanks: 10
Thanked 10 Times in 6 Posts
|
|
Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
The Tourmaline mod seems to be missing some stuff. It crashes when I try to make a pretender.
|
July 14th, 2009, 06:56 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
Please PM me with details. What pretender? Do you get a crash message? Do you have any other mods enabled? In particular, CBM will definitely cause crashes while using the tourmaline mod as it incorporates cbm into it.
|
July 14th, 2009, 09:19 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
You may notice that the mod on the first page has changed again. You do not need to re-download it if you got the last one. I had to upload a new version because not everyone had gotten the image files from the first download. Nothing about the actual mod itself was changed.
|
July 15th, 2009, 09:18 PM
|
Sergeant
|
|
Join Date: Aug 2008
Posts: 337
Thanks: 1
Thanked 13 Times in 7 Posts
|
|
Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
So I was trying out these mod combinations, and the lizard nation has these saurus oldblood's that are ridiculous with these mod combos. whoever plays them will have to not use the oldbloods.
|
July 15th, 2009, 11:04 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
What is it making the oldbloods ridiculous? Looking at them I am almost 100% sure that they are no stronger than they are vanilla. There is no doubt that they are good, but...
1. They are cap only
2. They therefore compete with 4th gen slann
3. In the early game using them means giving up recruitment of a mage that you really, really want.
So it's really hard to use them effectively. I will recruit some, but it won't be for a while. And when I do it will be largely to move armies around. So you really don't have to worry about it. But seriously, they're no stronger here than they normally are, and I would hardly say they're ridiculous. Maybe they are a little on the cheap side for what they offer... but they have nothing on real SCs.
|
Thread Tools |
|
Display Modes |
Linear 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
|
|
|
|
|