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June 19th, 2007, 01:29 AM
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General
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Join Date: Oct 2006
Posts: 3,445
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Thanked 79 Times in 51 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
I'm ready to go whenever everyone else is.
__________________
You've sailed off the edge of the map--here there be badgers!
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June 19th, 2007, 04:18 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
Tuidjy said:
And of course, the CB mod makes SC pretenders prohibitively expensive.
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I'm not sure what change would be so drastic as to cause this. Certainly something like a PoD with with air magic or other item/buff combos can still tear through a lot of armies.
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June 19th, 2007, 10:56 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
Cainehill said:
We do still need an "official" fixed version of the combinated mod I think, just so's everyone is playing the same sheet of music.
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No, actually what I am waiting for is your pretenders. I have received pretenders from - Kharam Dzu (as do-it-yourself-version via PM)
- Vaettiheim
- Teutanion (but I'm still missing the password)
- New Jomon
so hurry up and mail me your pretenders. Come on, I explained to you what you had to do in the same PM where I gave you the download link to the Mod, so you should have read it and known about this!
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June 19th, 2007, 11:31 AM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
lch said:
Come on, I explained to you what you had to do in the same PM where I gave you the download link to the Mod, so you should have read it and known about this!
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I thought some problems were discovered *after* you sent that PM, however, and that we were waiting for *those* to be fixed.
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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June 19th, 2007, 12:29 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
Reverend Zombie said:
Quote:
lch said:
Come on, I explained to you what you had to do in the same PM where I gave you the download link to the Mod, so you should have read it and known about this!
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I thought some problems were discovered *after* you sent that PM, however, and that we were waiting for *those* to be fixed.
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Having just downloaded the mod again, I can confirm that it still has the bloody problem with Dawn's Edge. Ich, until the players all have a version of the .dm file with the weapon numbers fixed, it can't start. Emailing pretenders based on a broken .dm file isn't really a good option.
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Wormwood and wine, and the bitter taste of ashes.
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June 19th, 2007, 12:37 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
Tuidjy said:
And of course, the CB mod makes SC pretenders prohibitively expensive.
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This sounds completely wrong to me; the only pretenders that were upped in price were the ones that encourage ridiculous blesses, and those most people set imprisoned anyway. Look at some magicless pretenders; those are SCs by definition and were actually buffed to an extent.
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June 19th, 2007, 01:20 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
lch said:
Quote:
Cainehill said:
We do still need an "official" fixed version of the combinated mod I think, just so's everyone is playing the same sheet of music.
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No, actually what I am waiting for is your pretenders. I have received pretenders from- Kharam Dzu (as do-it-yourself-version via PM)
- Vaettiheim
- Teutanion (but I'm still missing the password)
- New Jomon
so hurry up and mail me your pretenders. Come on, I explained to you what you had to do in the same PM where I gave you the download link to the Mod, so you should have read it and known about this!
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I thought I sent my pretender to you a long time ago? Do I need to remake it because of the mod fix?
Jazzepi
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June 19th, 2007, 01:41 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
Reverend Zombie said:
I thought some problems were discovered *after* you sent that PM, however, and that we were waiting for *those* to be fixed.
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Actually, creation of the pretenders and patching the bugs that have been reported are two entirely different things, since none of the bugs were about the pretenders. What's inside the mod about slots and weapons of some units doesn't affect your pretender creation at all. So just create your pretenders and send me the file from your newlords folder. I will release a new version of the mod before we start the game with the bugs fixed that have been reported (as long as I can fix them), and we can collect more bugs until then, but there's no point in releasing an updated mod five times in a row in the meantime.
Quote:
Jazzepi said:
I thought I sent my pretender to you a long time ago?
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Yes, that's why I said that I have your pretender and you're in the list. But some others haven't, yet. Sylvania has sent me a pretender now, too.
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June 19th, 2007, 02:00 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
Sorry, I'm retarded. I forgot I was playing New Jomon. I love their sacred unit, though I think they're useless for any sort of bless strat.
Jazzepi
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June 19th, 2007, 02:17 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Thanked 79 Times in 51 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
That's one of the reasons (after the fact, maybe) that I did send what I wanted for my Pretender in a PM, it's easier to work with than a broken file
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You've sailed off the edge of the map--here there be badgers!
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