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December 28th, 2007, 09:59 AM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
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Forseti (Started)
Ok--folks, as suggested I'm starting a new thread so I can modify as needed from this point on. I'll monitor the old thread just for a few days, but please post HERE from this point forward.
Llama has done his thing (thanks my friend) so please submit your pretenders as soon as possible but no later than next Thursday. Participants are:
R'lyeh: BigAndScary
T'ien Ch'i: IndyPendant
Bandar Log: FAJ
Jotunheim: Cor2
Marignon: Aethyr
Pangaea: Parcelt
Mictlan: vfb
Man: Whollaborg
Ulm: danbo
Agartha: Cerlin
Abysia: Reverend Zombie
Oceania: Ferrosol
As previsouselyu indicated, make sure you have the same mods enabled as the game you're playing in (Preferences->Mod Preferences) although only mods affecting pretender design, such as Conceptual Balance, actually matter
- Go to Game Tools -> Create a pretender god in Dominions
- Go to the savedgames/newlords folder in the dominions directory, and find your pretender file (e.g. mid_pythium_0.2h)
- E-mail the file to: pretenders[ at ]llamaserver[ dot ]net
- Crucially, you must have the game name "Forseti" in the subject line of your e-mail.
Let the game begin!
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Power is an illusion...
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December 28th, 2007, 03:44 PM
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Sergeant
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Join Date: Dec 2006
Location: Japan
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Re: Forseti--Accepting Pretenders
Submitted, I look forward to our game together!
Im sure it will be fun and I hope to learn a lot 
__________________
"Talk is cheap, but if it keeps your belly full and your grave empty it is worth more than gold." - Lords of Magic Manual.
"Luck is what others call skill when they have none." - Phelean Wolf
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December 28th, 2007, 07:01 PM
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Second Lieutenant
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Join Date: Jun 2007
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Re: Forseti--Accepting Pretenders
I thought I would add a post reminding everyone of the settings we'll have in this game.
The game will use the Conceptual Balance Mod v1.1, for Pretenders and Scales only. It will also use the Worthy Heroes v1.8 mod.
The settings are all standard, except:
--Difficult Research
--Independents Strength 4
--Graphs Off
--Renaming On
The map will be Edi's modified version of Cradle, further modified by me so that all independents have been removed. What this means is that you will *only* be able to recruit units and leaders from a) your own castles, and b) magic sites that allow them; standard provinces will not have any recruitable units in them. In addition, I have added fixed starting positions, to prevent unbalanced random starts (as much as possible, anyways). My reasoning for my choices won't be repeated here, but I should list the changes I made to the map again, for ease of reference:
--The starting provinces are: 76 (Oceania), 78 (R'lyeh), 18, 38, 37, 103, 99, 207, 172, 196, 148, 131.
--All the land nations will be assigned random starts from the above list when the game begins.
--For start 37, provinces 37, 41, and 54 are no longer Waste, 41 becomes a Border Mountain, and 25 becomes a Forest.
--For start 38, provinces 38 and 39 are no longer Waste.
--For start 103, province 93 becomes a Forest as well as Farm, and 94 becomes a Border Mountain.
Now let's play, so you can all fall under the sway of the Divine Order of T'ien-Ch'i! (Heh.)
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December 29th, 2007, 05:35 AM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
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Re: Forseti--Accepting Pretenders
Thanks Indy, I should have thought to do that.
And as you say, let's play; may the light of Marignon shine on you all. 
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Power is an illusion...
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December 30th, 2007, 05:00 AM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
Posts: 729
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Re: Forseti--Accepting Pretenders
Quote:
Cerlin said:
Submitted, I look forward to our game together!
Im sure it will be fun and I hope to learn a lot
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Glad to have you aboard Cerlin.
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Power is an illusion...
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December 30th, 2007, 07:28 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Forseti--Accepting Pretenders
PM me when all the pretenders are in and I'll start the game. Although I won't be able to start it in any case before Tuesday - I'm just about to go away for a couple of days.
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December 30th, 2007, 08:27 AM
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Sergeant
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Join Date: Dec 2006
Location: The wild barbaric north
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Re: Forseti--Accepting Pretenders
Fear the wrath from below the waves!
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December 30th, 2007, 08:32 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Forseti--Accepting Pretenders
What is Conceptual Balance Mod 3.10?
I wasn't aware anything like that had been released. Is it just CBM1.1 with the spellings for lightweight scale mail and Kokytos changed?
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December 30th, 2007, 09:16 AM
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General
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Join Date: Mar 2007
Location: Japan
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Re: Forseti--Accepting Pretenders
I hope "Conceptual Balance Mod v3.10" is just a typo.
I emailed my pretender created with the mods attached to IndyPendants post here enabled:
http://www.shrapnelcommunity.com/thr...595#Post572595
They're labeled 1.1 not 3.10. (CBgods_1.1.dm and CBscales_1.1.dm).
Please let me know if I've screwed up and need to download different mods, thanks!
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 30th, 2007, 10:36 AM
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Second Lieutenant
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Join Date: Jun 2007
Posts: 483
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Re: Forseti--Accepting Pretenders
Heh. Whoops, yeah a typo. Those portions of the CB mod *1.1* are compatible with Dom3 version *3.10*. Wrong number inserted in the post above. I've corrected it, sorry for the confusion. ; )
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