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February 27th, 2009, 05:18 PM
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Corporal
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Join Date: Oct 2008
Posts: 177
Thanks: 12
Thanked 15 Times in 12 Posts
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Re: Ulmish Civil Wars - All Ulm all of the time...
All done patchwise.
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February 27th, 2009, 05:51 PM
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Second Lieutenant
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Join Date: Jan 2009
Location: Ellicott City, MD
Posts: 401
Thanks: 15
Thanked 18 Times in 13 Posts
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Re: Ulmish Civil Wars - All Ulm all of the time...
Now I just need my pretender to awaken so I can start summoning counts. :ninja:
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February 27th, 2009, 06:09 PM
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Sergeant
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Join Date: Jan 2009
Posts: 208
Thanks: 2
Thanked 4 Times in 3 Posts
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Re: Ulmish Civil Wars - All Ulm all of the time...
Yeah I just got my pretender to awaken myself. Countessa Lillith de Lavaere
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February 28th, 2009, 02:59 AM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Ulmish Civil Wars - All Ulm all of the time...
Houston, we have a problem.
If you start a new game, the new mod seems to work ok. I can research and cast the ulm national spells.
However, in the current game, while I can research them - none of my casters are able to cast them.
You guys have been champs -what would you like to do?
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February 28th, 2009, 03:52 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Ulmish Civil Wars - All Ulm all of the time...
Wait a turn. It takes a turn for changed spells to come into effect.
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February 28th, 2009, 11:33 AM
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BANNED USER
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Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
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Re: Ulmish Civil Wars - All Ulm all of the time...
Sorry to be sort of off topic, but in the interest of trying to improve a generated version of LA Ulm I'd like to post the latest dmg'ed version of the Ulm Civil War mod. This version contains unique pretenders and heroes. The mod name is "Any Ulm Late Era"
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February 28th, 2009, 12:42 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Ulmish Civil Wars - All Ulm all of the time...
Ok. I suggest the following:
We get llama to make one more change (to the new version of ulm)
and that we continue and see if spells occur.
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February 28th, 2009, 04:16 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Ulmish Civil Wars - All Ulm all of the time...
What's the one more change? You can't change to pyg's version unless all the unit numbers are the same as in your version.
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March 1st, 2009, 09:46 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Ulmish Civil Wars - All Ulm all of the time...
Hey pyg,
I looked at your code and I really appreciate the way you knocked it out.
I'm think it won't work for our game however, and I know there is a small problem generically.
Each spell needs to have a unique name - you can't have two spells call "Test" for example.
And you cannot add more than 3 restricteds, in order to add additional nations to have a spell. So while using restricted nations 72, 73, 74 etc will work for us in a 3 player game, it wouldn't work in a 6 player game.
This is why I suggested adopting the customization
%1 = Player Name (or nation)
then after the #newspell, #copyspell #name "%%1 {Original Spell Name}"
That way works for any number of nations.....
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March 1st, 2009, 09:50 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Ulmish Civil Wars - All Ulm all of the time...
Update, I think we're good to go. Laveare gets a break of a turn (since I won't have evocation spells till next turn - I hope he won't abuse it!)
I"m going to restart the timer...
Thanks for the patience guys.
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