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June 3rd, 2008, 06:01 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Kingmaker mod
Nothing you really need to know. Just an adaptation of my mist of deception mod (included in kingmaker.dm) to the spell level changes for this game (as I had to create remakes of the ghost wolves and phantom warrior spells, they would have been one level too high).
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June 3rd, 2008, 08:36 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: Kingmaker mod
Tum te tum. What happens, I go out for a few hours and someone drops out! It's like herding cats, honestly.
Well, I am waiting half an hour to try to find a replacement (bask in my commitment, it is well past my bedtime). In the meantime I will post the mod here in a second.
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June 3rd, 2008, 08:38 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: Kingmaker mod
Okay, here is the mod. Just place the entire contents in your dominions3/mods folder. I've included Worthy Heroes 1.8 as well, for convenience.
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June 3rd, 2008, 08:48 PM
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Sergeant
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Join Date: Nov 2007
Posts: 397
Thanks: 14
Thanked 15 Times in 10 Posts
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Re: Kingmaker mod
Works, thanks llamabeast! What mods will need to enabled to play? kingmaker & wh?
For the saved game directory should I follow llamaserver and have a folder called kingmaker_early? Or just kingmaker?
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June 3rd, 2008, 08:52 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Kingmaker mod
The game I think will just be Kingmaker, though it really does not matter what name you call the game in your saved games folder.
There will be 2 separate mods to be turned on
Kingmaker, and Worthy Heroes 1.8.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 3rd, 2008, 08:54 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: Kingmaker mod
You don't have to turn the mods on yourself though.
Right, I am just restarting the game with nozshand's EA Agartha pretender, and we will be good to go.
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June 3rd, 2008, 08:58 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Kingmaker mod
Right. if you want to test the mods though, those are the 2 the Kingmaker game is using. And I just successfully started a game with the Kingmaker Mod. It works!
If you are a sub for a player, in order to receive the turn, I need your email address and the race you are subbing for.
Indypendent is the sub for sum1lost, but i do not have an email address. And I think there is 1 other sub starting for a player.
Unless the player or sub gives me an email address, llamaserver will mail the turn to the player who submitted the pretender. And if that is not who is doing the turns, a stale will result.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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