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December 10th, 2009, 11:07 PM
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Re: Mooseknight: EA 12-nation game, Send Pretenders
Belac, extract the mod files, including sub-folders, into your dom3 mods folder.
You probably only downloaded the .map file, you also need the .tga from the 1st post in the map thread. Please install that too.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 10th, 2009, 11:11 PM
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Sergeant
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Re: Mooseknight: EA 12-nation game, Send Pretenders
I managed to fix that, now I just need to figure out where to find the pretenders file to upload.
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December 10th, 2009, 11:12 PM
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BANNED USER
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Re: Mooseknight: EA 12-nation game, Send Pretenders
belac, it is in the newlords folder, which is stored with your other game folders
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December 11th, 2009, 12:18 AM
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BANNED USER
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Re: Mooseknight: EA 12-nation game, Send Pretenders
I'm almost certain that 155 and 172 are supposed to be connected (correct me if I'm wrong). I made the adjustment attached it to this post.
Also, do replace both the tga and map files with these I've attached. Minor misspellings and blemishes (symmetry spelled symetry, map still referencing a file called 'symetry2' from when it was v2, etc) bug the crap out of me. So now map references worldofsymmetry (since the tga version has never changed).
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December 11th, 2009, 12:30 AM
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General
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Re: Mooseknight: EA 12-nation game, Send Pretenders
Quote:
Originally Posted by Squirrelloid
Quote:
Originally Posted by rdonj
Someone had better take a forest lord. You can't have a game called mooseknight with no moose!
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Clearly we need some preset poptypes that include mooseknights.
Game winner is the person who assembles the largest army of mooseknights by turn 40 or 50?
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I agree heartily
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December 11th, 2009, 01:31 AM
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Re: Mooseknight: EA 12-nation game, Send Pretenders
Thanks Omni. Sorry, can't see the map right now, but I will try to replace the map in the game with your fix tonight. I think I'll manage to get that done before everyone's god is in.
Edit: Frozen sent me a pic, and I see the missing connection. I've replaced the map in the game. Only diff is, I renamed the map "0.4" on the llamaserver, to make sure the new map got used.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 11th, 2009, 12:27 PM
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Corporal
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Re: Mooseknight: EA 12-nation game, Send Pretenders
I don't like the mod Streamers & Standards personaly.Is it ok if i upload my pretender without this mod?
Thanks!
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December 11th, 2009, 12:50 PM
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First Lieutenant
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Re: Mooseknight: EA 12-nation game, Send Pretenders
So what map are we using exactly? The one that Omni posted? Do I need to delete/replace anything?
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December 11th, 2009, 01:03 PM
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BANNED USER
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Re: Mooseknight: EA 12-nation game, Send Pretenders
Quote:
Originally Posted by mscfish
I don't like the mod Streamers & Standards personaly.Is it ok if i upload my pretender without this mod?
Thanks!
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It should be fine I would think. If it ends up where it makes you do so, I believe there's some workaround for it, but you might have to ask around.
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December 11th, 2009, 02:47 PM
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Major General
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Re: Mooseknight: EA 12-nation game, Send Pretenders
Ok, in all seriousness no game should include Streamers and Standards.
Here's the skinny - Streamers and Standards is merely cosmetic, so it doesn't matter if one person is using the *content* of the mod and another isn't. However, if the mod is included in the game, the game will look for the .dm file. So you can remove the effect of the mod by deleting most of the content (basically, all the actual commands that change flags - leave the heading stuff at top). However, at the same time, someone could *always* play with streamers and standards by appending the functional text at the end of another included mod.
The reason why the second is preferable (people who want to use it include it at the end of another mod) is because occasionally Streamers and Standards is actually useful. Ie, if you end up playing a multi-era game. At which point you now have to overwrite your blank streamers and standards mod to use it, and if you're playing in that game and a single-age game with S+S you now have to use S+S for both of them, or delete/re-install *every turn*.
So its much more convenient if the people who actively want to use S+S just append it to the end of CBM. Then they can always look at those ugly flag graphics, and those of us who don't want our graphics changed for regular games don't need to have a dummy copy of S+S lying around.
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