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January 26th, 2007, 05:49 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
Bug in the map, it seems. They should be sea provs, but they are land. I havent done much auto-cast site searching. Werent people just generally complaining about it in dom3 tho? Or do you think its something to do with the mods in this game?
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January 26th, 2007, 09:29 PM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
I have seen it once before with a water nation but only with voice of Tiamat, but now all site searching spells are havocing.
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January 27th, 2007, 05:16 AM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
Posts: 596
Thanks: 0
Thanked 9 Times in 1 Post
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Re: Concepts of Creation: Conceptual Balance (sign
OK, I can set the nonplaying players to AI if that is the consensus.
I can also fix the mod and uplaod a new version, but anyone would have to redownload the mod before casting the spell, or they will get flagged for cheating.
I don't know why Atlantis got flagged for cheating earlier. I looked at the turn it happened, but without the turn previous, I couldn't really see anything. I unfortunately stopped saving all the turns after I put myself AI.
QM tried to play his turn using the beta of the next patch. Unfortunately this is an incompatible version change and thus the server crashed. I had to erase QM's orders, so he will need to replay, using the 3.04 version like everyone else. This resets the turn timer.
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January 27th, 2007, 06:11 AM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
Now I understand why I'm cheating. I think it is when I recruit those cheap independent witchdoctors. Seems like they cost only 8 gold.
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January 27th, 2007, 08:04 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
I can't find the witchdoctors in the mod. Is it a general bug?
In case of the siege golems it would be nice you could fix the mod on the server and offer a new download. It should be only necessary to download it when someone want to cast siege golems.
For the inactive players oceania and T'ien Ch'i i would prefer finding a sub, but if nobody wants it you should set it ai. T'ien Ch'i has an increase of troops this turn but it should be just some militia/flaglants event, right?
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January 27th, 2007, 09:11 AM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
I have witch doctors. Very bad mages. Costs 180 in vanilla and 8 in CB.
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January 27th, 2007, 12:46 PM
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Major
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Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
TC missed a couple of turns, but he is playing...
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January 27th, 2007, 05:30 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
Its a bit unfair to turn powerfull nations (currently) like Tien-Chi to Ai.That means the nations beside them can then grab there lands, and that is unfair to the others on other parts of the map.
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January 27th, 2007, 05:33 PM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
Can any one join the game? Every time i try i got "Waiting for game info" but nothing else happens.
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January 27th, 2007, 05:55 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
Quote:
Folket said:
Now I understand why I'm cheating. I think it is when I recruit those cheap independent witchdoctors. Seems like they cost only 8 gold.
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In the very original mod that was attached to this thread witchdoctors were 8 gp. Closerly after we started the game though, or just before, a patch to the mod was given, where I think that witch doctor bug was fixed.
If your mod says witch doctors are 8 gp, and the server says witch doctors are 120gp, that would explain why it says you are cheating.
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