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  #51  
Old April 23rd, 2005, 09:52 AM
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Default Re: PBEM Game: Yarnspinners 2

A notice about the fatherland file Tauren; you may already be aware of this, but I guess repeating something never hurts. The problem of this file is that you cannot entrust it to the players, but it is the most important file for a game: the fatherland file can recreate the .trn files, and allows the hosting of the game.

So, you should back up the fatherland files somewhere, in case of a hard drive crash or some such (granted, I am paranoid). A FTP somewhere or a floppy/CD-Rom would do the trick; alternatives include sending it to my own backup mail on Gandalf's server (but that may defeat part of the point in having an host not involved in the game), or perhaps even encrypting the file. Gandalf is also working on a small upload routine, so that may be another solution.
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  #52  
Old April 23rd, 2005, 10:11 AM
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Default Re: PBEM Game: Yarnspinners 2

Attached to this post are the Inland modified map file and the Yarnspinners mod (for the independent nation). You should not even think of opening the map file, as it is plain awful, with my added commands carefully breaking the nicely organised map file from Illwinter. Still, if you insist on checking the file, you will see that it makes the following changes:
- The province 136 is where Atlantis shall start (the independent nation), and it has no neighbours on the map. Four victory points are given on this province, ensuring that the province is clearly indicated, so that nobody sends teleporting troops on that province by mistake.
- Atlantis starts with 45 Initiates of the Deep, all able to cast the Wish spell (Wish has become a level-1 Water Spell, available only to Atlantis; this will be removed after the first couple of turns).
- All provinces in the map start with 125 PD (the maximum). There was actually a command allowing to do that, but it requires setting it on all the provinces. The independent nation will not have to add that PD.

The independent nation should put all their Initiates casting a monthly wish for gems (visa or gems will work), and that should give them some 1400 astral pearls or so. Two or three turns with this schedule should be more than enough to have full coffers; once it is done, Tauren should let us know so that the mod can be updated (Wish will then become a regular spell again). 44 Initiates are probably a bit of overkill, but I had expected them to wish for money as well as for gems, before I found that command to increase PD everywhere.
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  #53  
Old April 23rd, 2005, 12:06 PM
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Default Re: PBEM Game: Yarnspinners 2

Should all players download your updated map file?

That sort of technical stuff is not my forte. So, please feel free to dumb it down for me.
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  #54  
Old April 23rd, 2005, 12:15 PM
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Default Re: PBEM Game: Yarnspinners 2

Only the host needs the .map file when creating a game; all you need is the .tga file, and since Inland comes from the game, you already have that.

I have attached the archive of all three mods to this post: download the zip file, and extract the three mods in your /mods repertory. You should enable Zen Pretenders Mod 2.01 before creating your Pretender; the other mods shouldn't be needed for creating a Pretender, but feel free to enable them regardless, as it cannot hurt. Once the game is started, the game will handle mods on its own.
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File Type: zip 350164-YS2mods.zip (4.7 KB, 152 views)
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  #55  
Old April 23rd, 2005, 12:56 PM
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Default Re: PBEM Game: Yarnspinners 2

Merci, mon ami.
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  #56  
Old April 23rd, 2005, 01:02 PM

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Default Re: PBEM Game: Yarnspinners 2

Quote:
Alneyan said:

- Atlantis starts with 45 Initiates of the Deep, all able to cast the Wish spell (Wish has become a level-1 Water Spell, available only to Atlantis; this will be removed after the first couple of turns).

Keep in mind Zen's spell mod removes wish (I am working on a complete readme).
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  #57  
Old April 23rd, 2005, 01:09 PM
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Default Re: PBEM Game: Yarnspinners 2

De rien Pasha.

Perhaps we will use the Spell mod if a readme is out before the game starts (the lack of any documentation was the main argument against the Spell mod).

If it is the case, Zen's mod will be slightly altered I guess, unless the YS-wish mod takes precedence. Hmm, let me check what happens if those two mods are enabled. Zen's mod beats YS mod, so the Spells mod will have to be altered, at least for a few turns.
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  #58  
Old April 23rd, 2005, 02:03 PM
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Default Re: PBEM Game: Yarnspinners 2

So, am I still supposed to be hosting this?
If so, send your Gods and the modified map file to:
The_Tauren[AT]Comcast[DOT]net
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  #59  
Old April 23rd, 2005, 04:02 PM
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Default Re: PBEM Game: Yarnspinners 2

The revolution will be wiki'ed...

I've been playing around with MediaWiki (same one as Wikipedia uses), with some help from Sedna, and I have a website that will be able to host it eventually. Currently you have to go to a temporary URL, which will only work as long as my router behaves:

Test wiki

There are some sample pages up using turns from Yarnspinners 1, showing how various race and turn pages could look. Input, as always, is greatly appreciated. There's even a little discussion tab at the top for our adoring fans to leave us love mail.
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  #60  
Old April 23rd, 2005, 04:11 PM
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Default Re: PBEM Game: Yarnspinners 2

I have just sent you a mail about hosting Tauren.

The Wiki is lovely Puffyn, though I must admit I do not like the sample map for turn 1: it looks too much like the squids' invasion scheme. Nasty critters.

Otherwise, there appears to be a problem with some links, but that's only because the Wiki is on a temporary site (going from "per nation" to "per turn" doesn't work without switching "alea.local" with the IP).
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