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April 22nd, 2005, 10:28 AM
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Major
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Join Date: Jul 2004
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Re: PBEM Game: Yarnspinners 2
Graphs on or off? I would vote for on, as it may help with the yarns.
And I was hoping to try out the spell mod sometime soon. Zen needs to get cracking on that one!!!
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April 22nd, 2005, 01:09 PM
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Lieutenant General
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Re: PBEM Game: Yarnspinners 2
Quote:
The Panther said:
And I was hoping to try out the spell mod sometime soon. Zen needs to get cracking on that one!!!
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Hmm? Do you mean the item mod? The spell mod has been out for some time.
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April 22nd, 2005, 02:13 PM
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Major
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Re: PBEM Game: Yarnspinners 2
Yeah, I did mean the item mod, in which I hope he nerfs clams and life drain.
I did play the spell mod a few times, and that one is very good. It really balances some of the worst excesses (like Flames from the Sky and Wrathful Skies) and makes many of the lower level summons (Cave & Ice Drakes, for example) actually worthwhile!
Panther
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April 23rd, 2005, 09:52 AM
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Join Date: Sep 2003
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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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April 23rd, 2005, 10:11 AM
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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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April 23rd, 2005, 12:06 PM
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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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April 23rd, 2005, 12:15 PM
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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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April 23rd, 2005, 01:02 PM
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Lieutenant General
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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).
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Keep in mind Zen's spell mod removes wish (I am working on a complete readme).
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April 23rd, 2005, 01:09 PM
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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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