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June 1st, 2008, 12:35 PM
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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: SingleAge mod
Here is the mod! It contains 3 .dm files:
KingMaker.dm, which we'll use for this game.
sns3.dm, which is Zepath's Standards and Streamers, updated to include the new nations
llamaBanners.dm, which is the same as sns3.dm apart from the fact that a few nations are modified to make them look more distinguishable.
Only the first one is needed for this game (it has llamaBanners built in), but being as you have to download all the banner pictures anyway I thought I might as well throw the other two mods in.
So, the overall contents of KingMaker.dm are:
- Xietor's, banning spells and changing the costs of gem-producing items
- Slobby's completed single-age mod
- Twan's Mists of Deception fix
- A research mod produced with an ingenious script by Dr.P. Spells of levels 1-6 are lowered by 1 level so that these early game spells aren't too hard to reach on the Very Difficult research mode we'll be using. Note that the levels for Construction aren't changed, as it isn't possible to change them. Hopefully this will affect everyone roughly equally.
- Zepath's Standards and Streamers, with new standards and a number of changes by me.
Edit: Removed faulty version of mod. Will upload new version ASAP.
Edit2: Uploaded new version of mod. This is the same file as I have just posted anew several pages on.
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June 1st, 2008, 01:02 PM
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Second Lieutenant
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Join Date: Feb 2007
Location: Chambéry (France)
Posts: 511
Thanks: 47
Thanked 19 Times in 14 Posts
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Re: SingleAge mod
Great work llamabeast. Thanks to all modders ^^
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June 1st, 2008, 01:29 PM
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Sergeant
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Join Date: Oct 2007
Location: Magdeburg, Germany
Posts: 235
Thanks: 13
Thanked 3 Times in 3 Posts
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Re: SingleAge mod
Thanks guys for all the work done!
Question: does Mists of Deception give a Mirror Image now or is taken away from the game?
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June 1st, 2008, 01:41 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: SingleAge mod
If you look in the mod forum, twan describes his "fix" to Mists of deception. Basically it is 9 rounds of Mist spell with phantasmal beasts, ghost wolves, and phantom warriors coming from the sides like the spell howl. Pretty nice fix. 2 air gems, 200 fatigue.
BTW, Llamabeast mentions me as the source of the gem reduction mod language and spell banning mod language. While I did incorporate those into a "kitchen sink mod" that I invented, I can claim no credit for the language that is contained in those mods.
As far as I know either Dr. P or Endoperez, or both had a hand in that.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 1st, 2008, 02:06 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: SingleAge mod
EA Atlantis(dedas) has informed me he will not be able to play.
Agema, 1st sub, has graciously agreed to take EA Atalntis, and the relative safety of the water.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 1st, 2008, 02:07 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: SingleAge mod
There should be a little change to make the MoD fix consistent with changed spell levels :
For my MoD fix mod I had to replace the spells "Phantasmal Warriors" and "Ghost Wolves" by spells named "Summon Phantasmal Warrior" and "Summon Ghost Wolves" (doing exactly the same things) so I could use the originals as chained #nextspells for Mists of Deception (as the #nextspell mod command only work with original spells).
But the other part of kingmaker mod change the level of the original spells, not my remakes.
So "Summon ghost wolves" should get researchlevel 2 and "Summon phantom warrior", researchlevel 1 (research level of "Phantom Warrior" and "Ghost Wolves" original spells are not important as they are no longer researchable)
(I corrected in the attachment, and also added correct descriptions for these spells -I was lazy when making the MoD fix, the descriptions of the remakes just said "as the spell x described in the manual")
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June 1st, 2008, 03:41 PM
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Sergeant
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Join Date: Nov 2007
Posts: 397
Thanks: 14
Thanked 15 Times in 10 Posts
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Re: Kingmaker mod
I get this error when trying to run the mod,
Nagot gick fel!
myloadmalloc: can't open./mods/./sns3/ea_arco_icon.tga
How can I fix?
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June 1st, 2008, 03:43 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Kingmaker mod
I get the same error. llamabeast did not include any banners
is my best guess. there are no tga files i see associated with the Mod. I actually went and dowmloaded the sns banners found
on p. 5 of the mod forums, but then got the error for llamabanners.
So I think your best bet is to wait on the updated version.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 1st, 2008, 03:45 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Kingmaker mod
edit : xietor was faster
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June 1st, 2008, 03:51 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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Re: Kingmaker mod
It worked for me, after 1 error.
Dumped it all in my mods, got error, then seperated IlamaBanners DM file out of its folder and worked fine in a brief test.
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