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September 28th, 2010, 06:53 AM
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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: Endgame Diversity Mod - stable version (v1.1) released
Sounds to me like you haven't got all the images in the right place. You need to extract not only the .dm folder, but all the images, which should be placed in a subdirectory called "diversity" within the mods folder. This should happen automatically if you extracted the zip with directories intact, but being as you're having a problem I guess somehow that didn't happen.
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January 25th, 2011, 03:16 AM
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Private
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Join Date: Aug 2010
Location: Calgary, Canada
Posts: 5
Thanks: 7
Thanked 0 Times in 0 Posts
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Re: Endgame Diversity Mod - stable version (v1.1) released
I really want to try this mod. I have it all unziped in the Divirsity folder in the Mod folder, but I've experienced no changes. What am I missing? Went through the whole Mod pdf and don't see anywhere where it says how to actually activate a Mod.
Regards
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January 25th, 2011, 03:29 AM
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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: Endgame Diversity Mod - stable version (v1.1) released
In the main menu of the game, go to Preferences -> Mod Preferences, and activate the mods you want
__________________
There are three kinds of people: Those who can count and those who can not.
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October 22nd, 2010, 11:06 AM
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Captain
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Join Date: Mar 2010
Location: Budapest
Posts: 831
Thanks: 115
Thanked 8 Times in 8 Posts
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Re: Endgame Diversity Mod - stable version (v1.1) released
having tried this mod out now a couple times i say its the best and most imporant mod i ever played with, I would integrate it into CBM, especially seeing that now all games uses both. congratulations!
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October 23rd, 2010, 04:11 PM
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Sergeant
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Join Date: Apr 2004
Posts: 285
Thanks: 3
Thanked 19 Times in 13 Posts
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Re: Endgame Diversity Mod - stable version (v1.1) released
Quote:
Originally Posted by earcaraxe
having tried this mod out now a couple times i say its the best and most imporant mod i ever played with, I would integrate it into CBM, especially seeing that now all games uses both. congratulations!
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Heh. Amusingly enough, I reach the opposite opinion from the same ground facts - since most recent games use both without issues, keep them separate. That way, people can enjoy both mods together if they wish to, or vanilla+EDM, or CBM without EDM. All up to the game host & players, their whims and their fancies.
In the words of a Unix sysadmin I used to know : more options good. Fewer options bad.
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Anything wrong ?
Blame it on me - I'm the French.
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November 3rd, 2010, 10:47 AM
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Corporal
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Join Date: Dec 2006
Location: Jotunheim
Posts: 66
Thanks: 7
Thanked 7 Times in 7 Posts
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Re: Endgame Diversity Mod - freedom to mountain cyclop!
I've used previous version of the mod in some SP games. This mod together with sitemod brings a lot of diversity.
But i think something must be changed
I think that treant should only be summonable in forest because ancient trees should only live deep in forest. And maybe Grendelkin should be only found in swamps
I am also very sad that in version 1.1 cyclops are not magically diverse and have no fire skill
In previous version, my enemy would not know if he will will be burnt, thunder-striken, trampled or killed by hand of my cyclop. In version 1.1, thunderstriking by cyclop requires both air bag and staff of storms; none of the cyclops can cast magma eruption; lack of fire shield prevents cyclop from becoming good super-combatant
I suggest that cyclop seen in ver.1.1 be renamed to "granite cyclop" and be summonable everywhere on land; stronger cyclop seen in ver. 1.1 (called "Mountain Cyclop" or "Ancient Cyclop") be summonable in mountains
I hope to see the strong cyclop in next version of the mod. If this does not happen, i will probably fork the mod
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December 19th, 2010, 10:08 AM
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Sergeant
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Join Date: Jan 2009
Posts: 223
Thanks: 7
Thanked 19 Times in 12 Posts
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Re: Endgame Diversity Mod - stable version (v1.1) released
Any reason why the Zmey is only 50 years old? I was quite surprised when BoT started affecting my Zmeys. Is there a reason thematically or is this an oversight?
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December 19th, 2010, 10:41 AM
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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: Endgame Diversity Mod - stable version (v1.1) released
An oversight, I'm afraid.
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December 19th, 2010, 09:49 PM
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Corporal
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Join Date: Nov 2010
Posts: 107
Thanks: 4
Thanked 5 Times in 5 Posts
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Re: Endgame Diversity Mod - stable version (v1.1) released
Please to be changing to 1337 years old.
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December 20th, 2010, 01:21 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
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Re: Endgame Diversity Mod - stable version (v1.1) released
How exactly the Wendigo mechanic works? I mean it´s changing stats/size/etc.... would it be possible to use a similar mechanic to allow normal mages to advance to a better/more experienced mage form.... as an example, would it be possible to use the mechanic to make a MA Man Daughter of Avalon to change to a Mother of Avalon after certain number of turns and, afterwards, to a Crone of Avalon?
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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