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December 17th, 2004, 05:53 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
Thanks: 0
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Re: Fools Lament III (modded) - Recruiting Now!
Well I'd rather not restart, I dont see any need for it even if we do upgrade to v2.15.
I dont really want to have a 2 week+ pause either. So I would say we go to 72 hour quickhost. I am SURE everyone will manage to connect once every three days, or at worst, stale a turn!
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December 17th, 2004, 10:56 PM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
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Re: Fools Lament III (modded) - Recruiting Now!
I did notice there were 3 stales Last turn, including T'ien Ch'i who has yet to make a move in the game (I think).
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December 18th, 2004, 12:38 AM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
Thanks: 18
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Re: Fools Lament III (modded) - Recruiting Now!
Rather not restart, either.
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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December 18th, 2004, 02:47 AM
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Sergeant
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Join Date: Feb 2004
Posts: 365
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Re: Fools Lament III (modded) - Recruiting Now!
Quote:
The Panther said:
I did notice there were 3 stales Last turn, including T'ien Ch'i who has yet to make a move in the game (I think).
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I thought the first turn didn't host until everyone submitted.
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December 18th, 2004, 10:07 AM
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Corporal
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Join Date: Nov 2004
Location: Swe
Posts: 85
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Re: Fools Lament III (modded) - Recruiting Now!
About the Pangean treelord. Pangea doesn't start with a treelord. He didn't disappear. You never had one.
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December 18th, 2004, 10:27 AM
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Corporal
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Join Date: Nov 2004
Location: Swe
Posts: 85
Thanks: 0
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Re: Fools Lament III (modded) - Recruiting Now!
After messing with the map file I've figured the command adding the treelord in is erranous. It says [#commander "Treelord"].
The proper command is
[#commander "Dying Treelord"]. Or one of the other treelords.
There is no commander type called Treelord.
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December 18th, 2004, 10:28 AM
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Second Lieutenant
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Join Date: Jan 2004
Posts: 510
Thanks: 24
Thanked 31 Times in 12 Posts
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Re: Fools Lament III (modded) - Recruiting Now!
Quote:
ckfnpku said:
About the Pangean treelord. Pangea doesn't start with a treelord. He didn't disappear. You never had one.
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Pangaea should start with a Treelord (at least in my original Nasty Edition setup). The only thing I can think of is that either:
a) Soapyfrog has removed it - which would be evil, as it is an important part of Pangaea's arsenal, but he is in charge
b) Zen's mod, which you are using, renames the Treelords such that no match is found on <commander "Treelord"> in the .map file, which would be a nasty incompatibility but easily resolvable for future games be editing the .map you are using
__________________
When I said Death before Dishonour, I meant alphabetically.
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December 18th, 2004, 10:30 AM
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Corporal
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Join Date: Nov 2004
Location: Swe
Posts: 85
Thanks: 0
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Re: Fools Lament III (modded) - Recruiting Now!
B it is.
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December 18th, 2004, 10:32 AM
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Corporal
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Join Date: Nov 2004
Location: Swe
Posts: 85
Thanks: 0
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Re: Fools Lament III (modded) - Recruiting Now!
Also, it looks to me like the map is set to victorypoints with this command
#victorycondition 1 7
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December 18th, 2004, 10:42 AM
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Corporal
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Join Date: Nov 2004
Location: Swe
Posts: 85
Thanks: 0
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Re: Fools Lament III (modded) - Recruiting Now!
Another thing. With the powerful treelords in this mod, who Pangaea will snatch all of, it might be reasonable to remove one or two sites in the Pangaean lands.
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