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December 1st, 2004, 04:27 PM
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Captain
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Join Date: Nov 2004
Location: Finland
Posts: 812
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Thanked 57 Times in 34 Posts
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Re: Fools Lament II - Newbies Welcome
An awesome game you seem to have had! Downloaded the turnfiles and unzipped them. Now could somebody give me a hint on how I can check the turns to see the battles? Thank's in advance
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December 1st, 2004, 05:19 PM
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First Lieutenant
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Join Date: May 2004
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Re: Fools Lament II - Newbies Welcome
Unzip them into a new directory in your dom2 folder... then start dom2 and go to "play existing game". The game should appear on the list with the name of the folder you put it in.
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December 1st, 2004, 05:55 PM
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Captain
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Join Date: Nov 2004
Location: Finland
Posts: 812
Thanks: 106
Thanked 57 Times in 34 Posts
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Re: Fools Lament II - Newbies Welcome
For some reason I don't get to choose a nation from the list (I get the "Select nation" with only Exit as only choice). If I set up a MP server with the save I can then join the game, but get the you-don't-have-a-pretender-for-this-nation -message. Obviously I am doing something wrong, but as I am too stupid to figure out what, I would like to have some more hints Should I possibly have some other file first available, or a mod or something?
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There are three kinds of people: Those who can count and those who can not.
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December 1st, 2004, 06:03 PM
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First Lieutenant
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Join Date: May 2004
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Re: Fools Lament II - Newbies Welcome
Each "turn" is a seperate game, does that help? You should be able to put all the files from one turn in one directory in your dom2 folder, and then play that game...
Anyone else having problems?
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December 2nd, 2004, 02:58 AM
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Sergeant
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Join Date: Feb 2004
Posts: 365
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Re: Fools Lament II - Newbies Welcome
The first turn on the website is missing the fatherland file and a few turns. I know the Last two turns work so try those.
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December 2nd, 2004, 03:03 AM
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Sergeant
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Join Date: Feb 2004
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Re: Fools Lament II - Newbies Welcome
Quote:
Soapyfrog said:
The ghost riders dont work against the flying bane lord masses... the bane lords fly into melee and at that point the ghost riders will rarely get damaging hits on them. I did actually cast 3 ghost riders at a group of perhaps 24 bane lords, and they failed to kill any.
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You just need to use more. 3 wouldn't be nearly enough. Sometimes it does take a while to kill one. Without a magic bonus site, it's probably an inefficient spell to use against mass bane lords, though. Unless you're pretty sure you can capture all the neighboring provinces and kill them when they rout. Otherwise you'll just kill one or two and they all rout. 30+ death gems probably isn't worth it to kill one bane lord with at most 40 gems worth of equipment.
Edit: Something else that works well is teleporting in a bunch of mages with water boots, ring of tamed lightning, and 1 staff of storms, then spamming false horrors, air elementals, and soul slay/enslave mind. I got about 4 bane lords in one fight. They lose their commander status but they're still decent troops.
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December 2nd, 2004, 05:34 AM
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Captain
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Join Date: Nov 2004
Location: Finland
Posts: 812
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Re: Fools Lament II - Newbies Welcome
Thank's, that worked. Too bad I didn't get to see the massive battle between Mictlan and Machaka, I would really have wanted to see that too
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There are three kinds of people: Those who can count and those who can not.
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December 2nd, 2004, 05:52 AM
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Sergeant
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Join Date: Feb 2004
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Re: Fools Lament II - Newbies Welcome
That was in turn 65. Wonder why that zip file doesn't contain all the necessary files? Any idea Soapyfrog?
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December 2nd, 2004, 08:39 AM
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First Lieutenant
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Join Date: May 2004
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Re: Fools Lament II - Newbies Welcome
Does it not? It should! I'll check on it...
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December 2nd, 2004, 08:48 AM
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First Lieutenant
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Join Date: May 2004
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Re: Fools Lament II - Newbies Welcome
Alright I fixed it. That was the turn I started the savegame utiltity, and I actually saved most of the game files manually in a different location so they didnt make it into the archive.
Turn65 is re-uploaded, and should now work properly.
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