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July 7th, 2009, 06:36 AM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Tourmaline - Mod Nations Game
The same invitation is extended to llama of course, but I have the feeling if you're popping in that many times without signing up, you're not gonna :P
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July 7th, 2009, 07:31 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: Tourmaline - Mod Nations Game
Thanks for the invitation, but I'll have to decline. Althought I'm absolutely tempted to play Ulm Reborn, I have a bit too much on my plate right now.
But I'll keep very close eye to this thread. You know, just for the far-out chance that someone mentions something about Alugra.
Oh, you'll probably have to off the CPCS dream. No way you are going to get them to fit with so many national spells. Unless you are willing to override 78 vanilla national spells. Also remember that the llama's mod combiner script doesn't take into account magic site recruitables, so you'll have to set capital only troops (and the Alugran change to Bringand Lair) by hand.
Also if you hit the spell limit, you can overwrite vanilla national spells to get more spell slots, but llamaserver had some problem with that, if I recall the Unsanity-drama correctly.
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July 7th, 2009, 07:44 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Tourmaline - Mod Nations Game
I'm very tempted to join actually, but had better not. In the next six weeks I have to hand in my thesis (Friday), start a job (my first non-summer job), move house (twice!), practice an improvised comedy show (almost every weekend) and take it up to the Edinburgh festival for a week-long run. Gosh! And this week, while I'm meant to be working like a maniac I keep on thinking about the game I'm playing (Crusaders) and looking at the forum, like a fool!
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July 8th, 2009, 05:33 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
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Re: Tourmaline - Mod Nations Game
Quote:
Originally Posted by llamabeast
In the next six weeks I have to ... practice an improvised comedy show (almost every weekend) and take it up to the Edinburgh festival for a week-long run.
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What's the show? I'm tempted to turn up
Edit: and which venue?
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July 7th, 2009, 07:46 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: Tourmaline - Mod Nations Game
Quote:
Also remember that the llama's mod combiner script doesn't take into account magic site recruitables, so you'll have to set capital only troops (and the Alugran change to Bringand Lair) by hand.
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Man, I really should fix that. I didn't realise it affected capital only troops, does it really? Next week!
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July 7th, 2009, 07:58 AM
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Join Date: Oct 2007
Posts: 3,007
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Re: Tourmaline - Mod Nations Game
Thanks for the warning burnsaber. I can see a number of potential issues cropping up that I'll have to check. For example I'm pretty sure between all the mods I'm going to have to remove some of the nametype changes. I was pretty sure there would be pretty much no chance for CPCS, unfortunately, this is just about the worst game type format to fit it in. Maybe if I'm feeling really ambitious I'll look into it and see how impossible it would be.
Yeah, I figured both of you were too busy. But wow llama, that's quite a lot going on! Oh well, maybe next game.
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July 10th, 2009, 11:38 AM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game
Quote:
Originally Posted by llamabeast
Quote:
Also remember that the llama's mod combiner script doesn't take into account magic site recruitables, so you'll have to set capital only troops (and the Alugran change to Bringand Lair) by hand.
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Man, I really should fix that. I didn't realise it affected capital only troops, does it really? Next week!
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For the record, the script handled this just fine.
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July 10th, 2009, 12:11 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
Hmm. There was a bug in flood of serpents, for some reason llama the script did not know to change the damage number when the serpents of sotek changed id numbers. Looking more closely at the spell, there was a misspelling in fatiguecost that caused the spell not to work right. could tat have caused your script to ignore the spell?
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July 10th, 2009, 12:37 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
Alright, all known bugs are dead. I'll be uploading the mod shortly, and then, yay, I get to start looking at how to fix up the map for us. The game will start on sunday unless we start finding a lot of bugs with the mod.
Also llama - the error with sons of the sun was only for nehekhara, or at least as far as I checked. It's because nehekhara alters the son of the sun after cbm changes the weapons, and the flails are renumbered by the mod script. So it goes looking for weapons that I don't think are there.
Edit: Files uploaded in both .zip and .rar format. Enjoy.
Last edited by rdonj; July 10th, 2009 at 12:51 PM..
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July 10th, 2009, 02:55 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
I've just realized lizards aren't cap only yet. So I'll definitely be releasing a different version of the mod later to fix that. But for the moment go ahead and use the current version for playtesting.
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