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July 14th, 2009, 04:34 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 (Uploading Pretenders)
Note the thread title... 
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July 14th, 2009, 06:39 PM
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Sergeant
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Join Date: Dec 2008
Posts: 200
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Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
The Tourmaline mod seems to be missing some stuff. It crashes when I try to make a pretender.
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July 14th, 2009, 06:56 PM
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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 (Uploading Pretenders)
Please PM me with details. What pretender? Do you get a crash message? Do you have any other mods enabled? In particular, CBM will definitely cause crashes while using the tourmaline mod as it incorporates cbm into it.
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July 14th, 2009, 09:19 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 (Uploading Pretenders)
You may notice that the mod on the first page has changed again. You do not need to re-download it if you got the last one. I had to upload a new version because not everyone had gotten the image files from the first download. Nothing about the actual mod itself was changed.
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July 15th, 2009, 09:18 PM
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Sergeant
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Join Date: Aug 2008
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Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
So I was trying out these mod combinations, and the lizard nation has these saurus oldblood's that are ridiculous with these mod combos. whoever plays them will have to not use the oldbloods.
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July 15th, 2009, 11:04 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 (Uploading Pretenders)
What is it making the oldbloods ridiculous? Looking at them I am almost 100% sure that they are no stronger than they are vanilla. There is no doubt that they are good, but...
1. They are cap only
2. They therefore compete with 4th gen slann
3. In the early game using them means giving up recruitment of a mage that you really, really want.
So it's really hard to use them effectively. I will recruit some, but it won't be for a while. And when I do it will be largely to move armies around. So you really don't have to worry about it. But seriously, they're no stronger here than they normally are, and I would hardly say they're ridiculous. Maybe they are a little on the cheap side for what they offer... but they have nothing on real SCs.
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July 16th, 2009, 11:21 AM
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Sergeant
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Join Date: Aug 2008
Posts: 337
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Re: Tourmaline - Mod Nations Game (Uploading Pretenders)
Quote:
Originally Posted by rdonj
What is it making the oldbloods ridiculous? Looking at them I am almost 100% sure that they are no stronger than they are vanilla. There is no doubt that they are good, but...
1. They are cap only
2. They therefore compete with 4th gen slann
3. In the early game using them means giving up recruitment of a mage that you really, really want.
So it's really hard to use them effectively. I will recruit some, but it won't be for a while. And when I do it will be largely to move armies around. So you really don't have to worry about it. But seriously, they're no stronger here than they normally are, and I would hardly say they're ridiculous. Maybe they are a little on the cheap side for what they offer... but they have nothing on real SCs.
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Hmm maybe it is a problem with compatibility with CBM then. THe ones I saw had at least 7-8 magic paths, including blood, for 80 gold. I will check my mods when I get home from work.
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