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March 13th, 2010, 09:37 AM
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BANNED USER
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Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by Zeldor
llamabeast:
I hope you release fixed version compatible with CBM soon, so we can test it in MP
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Here is a quick fix for CBM compatibility (#newweapons are 800-813). Please use llamabeasts's official version in the first post after he fixes it.
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The Following 4 Users Say Thank You to pyg For This Useful Post:
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March 16th, 2010, 06:57 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Thanked 855 Times in 291 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Hello everyone!
Apologies for my silence - real life suddenly got busy again! I will probably not have time for an update for a week or two (which is ridiculous as it would only take an hour, but there we are). When I do I will post some extensive reaction to comments here, modify some summoning costs and replicate pyg's CBM fix (thanks for that by the way).
Thanks very much for the feedback, it will be very helpful. LDiCesare, your comment about actually getting the different units fighting each other was great - if anyone else has similar experiences they would be really helpful. In fact any comments will be helpful, and certainly very carefully read (quiet as I have been, I've read this thread through several times - I often read it on my sparkly new iPhone, from which I can not face typing replies).
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March 17th, 2010, 11:12 PM
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Corporal
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Join Date: Jun 2008
Posts: 86
Thanks: 4
Thanked 5 Times in 4 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
The monster slots seem to heavily overlap with the Avernum mod (unless I edited it earlier not to overlap with something else
What we need is some public table for extension modders, tracking the availability of slot resources so the mods would eventually be compatible without extensive editing on end user's part.
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March 17th, 2010, 11:20 PM
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BANNED USER
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Join Date: Mar 2009
Location: Seattle
Posts: 868
Thanks: 56
Thanked 42 Times in 33 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
See Gregstrom's mod compatibility index. he's put a lot of work into that kind of thing.
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March 17th, 2010, 11:39 PM
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Corporal
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Join Date: Jun 2008
Posts: 86
Thanks: 4
Thanked 5 Times in 4 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Something like that, yes, but going from numbers rather than mods (i.e. something for modders to guide themselves by rather than for end users). Like, #newmonster table: 2500 - free, 2501 - free, 2502 - taken by mod X, 2503 - taken by mod X AND mod Y, etc.
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March 18th, 2010, 03:36 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Feel free to take a good look at the Compatibility Index and start typing, then.
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March 18th, 2010, 06:35 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
I have a spreadsheet that does that for my own mods and some others.
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March 18th, 2010, 09:55 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
1) The Ember Lord is too big. His image causes the selection target to be way too big when you try to select him from a bunch of commanders.
2) I don't know if it's a conflict or a bug: I put as many EA races as possible on a large map (SP game)--and one of my opponents was named "Endgame Diversity Mod". I never saw him, though--he was dead before I got there.
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March 19th, 2010, 03:29 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
2) is no bug - it's described in the OP.
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March 20th, 2010, 11:50 AM
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Second Lieutenant
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Join Date: Mar 2007
Location: Holbrook,AZ
Posts: 456
Thanks: 3
Thanked 11 Times in 11 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
While playing with this mod I noticed that Heavy Calvary and Knights have been given a Shishi claw attack. This was in a MA game im running. The Shishi claw is dam 2 X2 vs demons with 2 attacks and counts as magical.
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