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Malicious Mushrooms - MA, TAKE 2 - PRETENDERS
Topic Started: Sep 9 2011, 05:18 AM (6,757 Views)
Fantomen
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Voice of *****
Sombre helped me make me a MC compliant version, which is now the official version of the mod. There isn't any changes except for ID's so if everything is working already there's really no need for you to use it. Just wanted to tell.
This sentence is a logical fallacy.
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jimbojones1971
*Spicy* Crew
OK, got all the mods lined up on page 1, now to get the game set up on the llamaserver and we are off! Finally! :-)

EDIT: And got the game ready on llamaserver too. Yay!
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Stagger Lee
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Fartpistol
Maybe I have an old version of something, but a 3 nation test game with Hexapoda, Myconos, and Halflings has problems with the Bier und Apfel lineup:

Starfish fungus as starting commander
Recruitable Pythian exploration team, in descending stages of health. (ew!)
Recruitable sacred cow - Ol' Bessie

You get the point. Is it the order of activation? I've tried juggling it, but not all combinations.
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jimbojones1971
*Spicy* Crew
OK, that is nasty. Let me check it again tonight, might need to seek some advice too.

I made a lot of hurried changes last night to pick up the latest version of Hexapodia, and also the MC versions of Myconos and the Hoburgs.
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Stagger Lee
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Fartpistol
Fantomen, did you have all mods active when you created your pretender? I didn't see the national pretender chassis either.


I took Hexapoda out of the mix and got the same lineup, so the conflict is Myconos/Hoburgs unless it's my cbm 1.92?
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Happerry
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*Spicy* Crew
Just like to tell people that I was practicing for the game, I happened to notice that when you cast Howl, you get wolves that are using the infested wolf sprite, with green stuff growing on them. Haven't tested the other wolf summoning things yet, but...
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GFSnl
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*Spicy* Crew
Quote:
 
Starfish fungus as starting commander
Recruitable Pythian exploration team, in descending stages of health. (ew!)
Recruitable sacred cow - Ol' Bessie


This sounds like just an ID overlap problem.

Quote:
 
Just like to tell people that I was practicing for the game, I happened to notice that when you cast Howl, you get wolves that are using the infested wolf sprite, with green stuff growing on them. Haven't tested the other wolf summoning things yet, but...


This was noticed by Soyweiser last night too. For now it remains a mystery as how this is possible. I will, in the next version, remove the #copystats from the Infected wolves to be replaced by actual stats. That should solve the problem.
Give my Mods a try:
MA: Myconos, Last of the Fungi
MA: Red Wood, Burning Forest
EA: Dystopia, Land of Luck
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Fantomen
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Voice of *****
Stagger Lee,Sep 22 2011
03:18 AM
Maybe I have an old version of something, but a 3 nation test game with Hexapoda, Myconos, and Halflings has problems with the Bier und Apfel lineup:

Starfish fungus as starting commander
Recruitable Pythian exploration team, in descending stages of health. (ew!)
Recruitable sacred cow - Ol' Bessie

You get the point. Is it the order of activation? I've tried juggling it, but not all combinations.

Are you using the MC compliant version? That is the lastest one: http://llamaserver.net/sombre/Dominions3/Mods/ModCatalogue/

It should be without ID conflicts as Sombre went over it to sort those out.

Edit: I don't get any problems with it.
This sentence is a logical fallacy.
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Sombre
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Leader of the Community
Hexapoda isn't MC though, so it could happily conflict with anything that is.
I mod for free and fun. But if you want to tip me for work I've done, you can do so through PayPal to rabbitoflegend@gmail.com
General Mods: No PopType Recruitment (NI), No Mercs
Mod Nations: Warhammer Empire, Warhammer Lizardmen, Warhammer Skaven, Warhammer Chaos Dwarfs, Warhammer Ogre Kingdoms
Maps: Warhammer World
Older mods not yet ported: AI Recruitment, Ulm Reborn, Black Ulm, Jomon Broken, Avernum, Tharoon, Arga Dis, Daikaiju, Epic Magic Fail, Dromeda
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jimbojones1971
*Spicy* Crew
I cleared out my mods directory, and downloaded the four mods using the links supplied in the first post in this thread. Then I selected all four of them, and did a couple of trial games.

I don't get any of these problems. The only weird thing (which also happens when I switch on ONLY the MC versions of both Myconos or of the Hoburgs) is that the name lists seem to be screwy. Not too sure what the go is there?

I have a strong suspicion that you are not using the MC version of Myconos, as it has IDs that overlap with the MC version of the Hoburgs.

I am pretty comfortable that no IDs in the version of Hexapodia that I posted at the beginning of this thread overlap with the other mods (I have a simple Java app that does a compare for me - any duplicate IDs are flagged, both within a mod and between the selected mods).

I have a suggestion: It seems to me that getting the right versions of the mods could be a royal PITA, I can just bang them together into a single super-mod specific to this game if that would be easier? I did this before I found out about the new versions of Hexapodia (v103), and the MC versions of Myconos and the Hoburgs.
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Stagger Lee
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Fartpistol
I downloaded all 3 mod nations from the op last night. What I guess I should do is delete all older versions, or just all versions and start again.
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Sombre
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Leader of the Community
jimbojones1971,Sep 22 2011
10:23 AM
I have a suggestion: It seems to me that getting the right versions of the mods could be a royal PITA, I can just bang them together into a single super-mod specific to this game if that would be easier? I did this before I found out about the new versions of Hexapodia (v103), and the MC versions of Myconos and the Hoburgs.

This is what I have taken to doing very every single game I make.

It solves no end of problems, honestly. I can't recommend it enough.
I mod for free and fun. But if you want to tip me for work I've done, you can do so through PayPal to rabbitoflegend@gmail.com
General Mods: No PopType Recruitment (NI), No Mercs
Mod Nations: Warhammer Empire, Warhammer Lizardmen, Warhammer Skaven, Warhammer Chaos Dwarfs, Warhammer Ogre Kingdoms
Maps: Warhammer World
Older mods not yet ported: AI Recruitment, Ulm Reborn, Black Ulm, Jomon Broken, Avernum, Tharoon, Arga Dis, Daikaiju, Epic Magic Fail, Dromeda
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jimbojones1971
*Spicy* Crew
Sombre,Sep 22 2011
12:29 PM
jimbojones1971,Sep 22 2011
10:23 AM
I have a suggestion: It seems to me that getting the right versions of the mods could be a royal PITA, I can just bang them together into a single super-mod specific to this game if that would be easier? I did this before I found out about the new versions of Hexapodia (v103), and the MC versions of Myconos and the Hoburgs.

This is what I have taken to doing very every single game I make.

It solves no end of problems, honestly. I can't recommend it enough.

OK, I'll do this then. It will make it easier to make sure we are all on the same page. (It will be tomorrow when I get to it though, as its time for sleep now!)
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Stagger Lee
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Fartpistol
OK, I deleted all versions of the 3 mod nations and reacquired them. All seems well. Pretender will be in shortly. B)
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jimbojones1971
*Spicy* Crew
Yay!!!

I still need to get mine in too, but promise to do so in the near future.
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