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March 19th, 2005, 06:30 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
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Re: Rebalance Mod game starting, everyone welcome!
The .tga in Cherrys pack is actually the right one, but named incorrectly.
But I would suggest using the revised version (v2) of the Parganos - remade! map (attached).
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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March 19th, 2005, 08:02 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: Rebalance Mod game starting, everyone welcome!
Quote:
Ighalli said:
Sorry to keep pestering you, but the cost of panic is jacked up to 2000 (should be 20) by your mod, because of a mistake in the Tome (listed as 20 gems, not fatigue).
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Thanks for noting that; it's fixed and the modded version (7.1) is attached to the first post now.
Please download the correct map from Arralen, BTW Sorry I make so many mistakes... in anime it's cute, but in real life...
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March 19th, 2005, 08:35 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
Posts: 493
Thanks: 32
Thanked 1 Time in 1 Post
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Re: Rebalance Mod game starting, everyone welcome!
Quote:
Saber Cherry said:
Abysia: Grame Dice
Mictlan: Rabelais (unless you want something else...)
Jotunheim: Cherry
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I have come down with either the flu or pneumonia and don't think adding to my dominions play would be wise just now.
Looking forward to getting better quickly so I can try the Mod in MP on the next cycle!
Rabe the Infirm
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March 19th, 2005, 09:35 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Rebalance Mod game starting, everyone welcome!
Quote:
rabelais said:
I have come down with either the flu or pneumonia and don't think adding to my dominions play would be wise just now.
Looking forward to getting better quickly so I can try the Mod in MP on the next cycle!
Rabe the Infirm
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Get well soon!
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March 19th, 2005, 09:38 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: Rebalance Mod game starting, everyone welcome!
Quote:
tinkthank said:
Sorry, must be quick: you'll have to count me out, soryy
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(assuming labor commenced)
Thanks for giving us notice, and I wish you the best! Be sure to tell us the details. And congratulations
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March 20th, 2005, 05:03 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
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Re: Rebalance Mod game starting, everyone welcome!
Sorry to say, but you broke the Celestial Master ...
Holy-3 is missing.
Air instead of Water makes Acid Spells unusuable, while lighting-tossing isn't really that inventive ...
.. for more commentsm, see the thread in the main forum ..
A.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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March 20th, 2005, 07:12 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: Rebalance Mod game starting, everyone welcome!
Fixed! Corrected version is attached. Thanks for noting the error, Arralen!
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March 20th, 2005, 07:18 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: Rebalance Mod game starting, everyone welcome!
... and Spirit Mastery was exempted from the Level 4 Limit mod rules as a national starting spell.
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March 20th, 2005, 07:26 AM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Thanked 45 Times in 35 Posts
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Re: Rebalance Mod game starting, everyone welcome!
I was about to fire up the server but it seems there has been a flurry of activity with the mods. Lets give it another day to make sure it's stable. SC, I'm going to PM you back in a sec with my email addy and you can send me the exact map and mod files we will be using.
In other news: with the re-enactment of national spells, a relatively simple theme choice for me is Ulm BF, whose national Sanguine Heritage spell is effectively a substitute for the level 7 or 8 blood spell that gives you vampires. Is it against the theme of this game for me to choose BF?
Also, we are using Zen's latest pretender mod, are we also using the latest scale mod?
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March 20th, 2005, 07:46 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Rebalance Mod game starting, everyone welcome!
Quote:
Ironhawk said:
I was about to fire up the server but it seems there has been a flurry of activity with the mods. Lets give it another day to make sure it's stable. SC, I'm going to PM you back in a sec with my email addy and you can send me the exact map and mod files we will be using.
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Sent... and posted here!
Quote:
In other news: with the re-enactment of national spells, a relatively simple theme choice for me is Ulm BF, whose national Sanguine Heritage spell is effectively a substitute for the level 7 or 8 blood spell that gives you vampires. Is it against the theme of this game for me to choose BF?
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It's fine with me. If BF Ulm can trash everyone else just because magic is (mostly) limited to level 4, that will demonstrate a major problem with the mod. But I doubt you can do it... bwahahaha!!!
Quote:
Also, we are using Zen's latest pretender mod, are we also using the latest scale mod?
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Just pretenders, sorry. If there is interest in a second round (with rebalance v8, fixing any errors and balance issues discovered in v7.X) we'll use the scale mod as well.
If you have not yet downloaded any files, the final version of EVERYTHING (all mods and maps) is posted here!
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