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June 3rd, 2008, 11:12 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: Kingmaker mod
Quote:
Right, we are now three pretenders short (EA: 21 MA: 21 LA: 18)
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Why did no-one tell me that 21+21+18 = 60, not 58?!
So, the game is completely full after all. We are just waiting on QM to get his pretender in.
I am afraid llamacompetence levels are dropping dramatically.
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June 3rd, 2008, 11:21 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
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Thanked 28 Times in 17 Posts
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Re: Kingmaker mod
QM was just going to play to help us out if needed i think.
If we are one over, then he likely will be fine subbing for someone in the early game. He is no great fan of the late game on large maps.
We have 22 ea nations not 21 Llamabeast, if you count Marverni, right?
So our final tally will be 22 EA 21 MA 18 LE.
Since I got "stuck" with LA arcos, let us hope history does not repeat itself. The LA races were pretty much crushed in the 1st megagame, as a whole.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 3rd, 2008, 12:26 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Kingmaker mod
Yes, that's right Xietor. I was just saying that this morning there was in fact one slot left, not three.
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June 3rd, 2008, 12:34 PM
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Sergeant
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Join Date: Mar 2006
Location: Germantown, Wisconsin, USA
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Re: Kingmaker mod
Quote:
llamabeast said:
1) No, fail. I haven't had a chance to go home yet!
2) The final zip will have the correct directory structure in it, so you will just have to dump the whole contents into the mods folder.
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Thanks Llama!
__________________
Can you destroy the Earth?
Egad! I hope not! That's where I keep all my stuff!
Guide to EA R'Lyeh
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June 3rd, 2008, 05:43 PM
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Private
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Join Date: Apr 2008
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Re: Kingmaker mod
Quote:
Twan said:
Don't forget to use the little modif I posted (to avoid to see an air nations protest).
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Sorry, but I miss the point. Which modif are you talking about?
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June 3rd, 2008, 05:59 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Kingmaker mod
everything you need will be in the Kingmaker Mod, which will be posted sometime today(waiting on Llamabeast). You will not need anything else, other than the map file, and worthy heroes 1.8. Those are contained in the 1st post.
I was just informed that shinuyama is dropping out(: So I will see if llamabeast can restore the EA Agartha pretender
he had to cull this morning.
It is a bit late in the day for me to find replacements. The game is starting as soon as Llamabeast gets home. So anyone else having 2nd thoughts, try to gut out a few turns,
and if your schedule is too hectic, we can hopefully find you a sub. Your 1st few turns only take a minute or 2 to do.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 3rd, 2008, 06:01 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
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Thanked 12 Times in 8 Posts
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Re: Kingmaker mod
Nothing you really need to know. Just an adaptation of my mist of deception mod (included in kingmaker.dm) to the spell level changes for this game (as I had to create remakes of the ghost wolves and phantom warrior spells, they would have been one level too high).
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June 3rd, 2008, 08:36 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Kingmaker mod
Tum te tum. What happens, I go out for a few hours and someone drops out! It's like herding cats, honestly.
Well, I am waiting half an hour to try to find a replacement (bask in my commitment, it is well past my bedtime). In the meantime I will post the mod here in a second.
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June 3rd, 2008, 08:38 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Thanked 855 Times in 291 Posts
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Re: Kingmaker mod
Okay, here is the mod. Just place the entire contents in your dominions3/mods folder. I've included Worthy Heroes 1.8 as well, for convenience.
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June 3rd, 2008, 08:48 PM
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Sergeant
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Join Date: Nov 2007
Posts: 397
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Re: Kingmaker mod
Works, thanks llamabeast! What mods will need to enabled to play? kingmaker & wh?
For the saved game directory should I follow llamaserver and have a folder called kingmaker_early? Or just kingmaker?
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