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  #221  
Old October 11th, 2005, 03:25 PM
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Default Re: Game Underway!

Quote:
The Panther said:
I know that the first turn is usually slow because poeple won't have the right mods, or email addresses don't work, or any other numerous problems, or just because!
I need to think of names for my guys.


Quote:
The Panther said:
You will also need WINRAR software from http://www.rarlab.com/
Stuffit Expander works fine for Mac people.
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  #222  
Old October 11th, 2005, 03:27 PM

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Default Re: Game Underway!

OK, so I have the 5.0 mod. WHat do I need now?
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  #223  
Old October 11th, 2005, 03:44 PM
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Default Re: Game has [b]almost[/b] begun!


The putative 5.1 mod we're apparently using is here.

Note that WinRAR, WinACE, and PKZip (the three most common / popular programs I know that handle .rar files on Windoze) are all licensed shareware products that require you to purchase a license after the trial period, while WinZip (which has the same license requirement and fee) doesn't handle .rar files.

The only one I know of for Windows that doesn't have a moral if not a binding legal requirement to purchase it is tugzip, which while somewhat clunkier to use is at least free, found at Tugzip's page.
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  #224  
Old October 11th, 2005, 03:52 PM
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Default Re: Game has [b]almost[/b] begun!

packing program
http://www.7-zip.org/
7-Zip is free software distributed under the GNU LGPL.

mod versions
Do you really think it's a good idea to make pretenders with v5.0, use a modified 5.0 named 5.1 for setting up the game and then maybe a real 5.1 in the future?
Eg. a unit with 2 shield could cause 2 checks for missile stopping on the client, while there was only 1 check on the server. Voila - inconsistent turns.
do we really need that?
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  #225  
Old October 11th, 2005, 03:55 PM
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Default Re: Game Underway!

I apologize if I stepped on any toes by labeling my fix "5.1"; I don't know naming conventions for files and I didn't know what else to call it. I wouldn't have posted anything if I knew we could get a new version before the game started and the regular posters to the mod thread have been pretty silent about when the "real" version would be available. I just thought since the winged shoes were popular that people would be annoyed by having the wrong path. I admit my nation has air mages and the bug directly affects me rather early...
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  #226  
Old October 11th, 2005, 04:01 PM

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Default Re: Game Underway!

It's an annoying bug, for sure, but if modding is going to cause issues then I say we stick with 5.0 or wait until the official 5.1 is released or make darn sure our custom mod is 100% bullet-proof.

It would be far more annoying to have to restart the game in a week or two due to some unforseen side-effect, no?
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  #227  
Old October 11th, 2005, 04:05 PM
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Default Re: Game Underway!

too late. The game was already set up with this 5.1. Can anyone tell for sure that no unit has been already generated that will be changed by using another mod ?
Otherwise, we'll have to stick with it.
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  #228  
Old October 11th, 2005, 04:10 PM
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Default Re: Game Underway!


Suspected that was the case - I've never seen a game have it's mod changed mid game. Creating the pretender under one mod and using it under another is one thing, but changing the laws of nature once it's underway is another.
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  #229  
Old October 11th, 2005, 04:33 PM

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Default Re: Game Underway!

Ok, so do I have to rename the *new* mod file to that of the original?
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  #230  
Old October 11th, 2005, 04:36 PM
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Default Re: Game Underway!

just name it whatever, it shows up in game as complete conceptual balance 5.1
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