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June 4th, 2009, 07:41 AM
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Corporal
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Join Date: Jan 2009
Location: Modena, Italy
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Crusaders - Mod Heavy Ea game [Game Over - Kietsensei wins!]
The game is finished! Kietsensei of EA Oceania has been declared the winner!
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Hi everyone!
I'm quite a new player of dom 3, but I'm really liking it and now it's the time to host my first game
Now, this won't be a normal game; I want to employ many gameplay-changing mods and see how they work with each other.
The mods I'm planning to include are:
- CBM(We all know this one)
- CPCS (More early and mid game multipath spells)
- Holy War (Gives a lot more holy spells/units/sites, changes the role of priests by quite a lot)
- More Magic Sites(Adds around 150 magic sites to the game)
- Llamabeast's Streamers & Standards(Just for the eye candy)
The game information:
Early Age
Map: Land of Legends
Players: 12
-Amonchakad: Arcoscephale
-Lavaere: Fomoria
-Strabo: Ermor
-Aethyr: Helheim
-Gregstrom: Lanka
-Pelthin: Yomi
-Anthropos: T'ien Ch'i
-shard: Sauromatia
-Llamabeast: Tir Na N'og
-Dragar: Abysia
-Burnsaber: Agartha
-Kietsensei: Oceania
Settings:Everything to default except
-magicsites 50
-HoF 15
Turns:24h for the first 20, then 48h. We can go to 72 hours if requested.
Now,because of the high number of balance-changing mods, this won't be a normal game: what I'd really hope we're going to do is giving a lot of feedback on the mods' balance.
I suggest you read the changes made from the various mods.
If, while playing, you find something that you think is overpowered, useless or just unbalanced, post it in the game thread.
Also,if we all agree that something is really ruining the game's fairness, we will change it on the fly(as far as i get it,mods CAN be changed mid-game).
Soo...I think that's pretty much everything; if I forgot something, just tell me, as I said it's my first time^^
Let's see if there is enough interest for an odd game
Last edited by Amonchakad; February 18th, 2010 at 04:53 PM..
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June 4th, 2009, 07:55 AM
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Major General
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Join Date: Mar 2008
Location: Serbia
Posts: 2,245
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Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
I think you should test it a bit more. Those are the mods we are "trying" to use in Unsanity. They seemed to work at first but a lot of spells are screwed up summon wrong things or don't summon at all, some pretenders are bugged, cheat messages appear, nations disappeare, and once we tough it was all fixed and uploaded the pretenders the game disappeared from Llamaserver.
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June 4th, 2009, 08:04 AM
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Corporal
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Join Date: Jan 2009
Location: Modena, Italy
Posts: 192
Thanks: 27
Thanked 21 Times in 10 Posts
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Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
Quote:
Originally Posted by Executor
I think you should test it a bit more. Those are the mods we are "trying" to use in Unsanity. They seemed to work at first but a lot of spells are screwed up summon wrong things or don't summon at all, some pretenders are bugged, cheat messages appear, nations disappeare, and once we tough it was all fixed and uploaded the pretenders the game disappeared from Llamaserver.
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Oh I know, I actually got the idea from your game
After reading its description, I tried to merge all those mods in a SP game, leaving out only the Antilarium metamap. I think that the problem is caused by Mithology, because with it on, I had all sorts of bugs and crashes, then I took it off...bam!
No more problems. I've already played 3 SP games with the combination of mods I plan to use in this game(though I was using them separately,I had yet to merge them into a single mod)and i never had a single problem.
I'll do a couple more games with it, but I think that all your problems are caused by the Mithology mod( or possibly Antilarium).
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June 4th, 2009, 08:05 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Thanked 304 Times in 123 Posts
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Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
Quote:
Originally Posted by Executor
I think you should test it a bit more. Those are the mods we are "trying" to use in Unsanity. They seemed to work at first but a lot of spells are screwed up summon wrong things or don't summon at all, some pretenders are bugged, cheat messages appear, nations disappeare, and once we tough it was all fixed and uploaded the pretenders the game disappeared from Llamaserver.
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Since he didn't include the mytheology nor the antilarium mod, his work will be much easier.
You should double-check that the magic sites and summon spells give units they are supposed to give, that gave us most headache.
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June 4th, 2009, 08:21 AM
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Corporal
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Join Date: Jan 2009
Location: Modena, Italy
Posts: 192
Thanks: 27
Thanked 21 Times in 10 Posts
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Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
Quote:
Originally Posted by Burnsaber
Quote:
Originally Posted by Executor
I think you should test it a bit more. Those are the mods we are "trying" to use in Unsanity. They seemed to work at first but a lot of spells are screwed up summon wrong things or don't summon at all, some pretenders are bugged, cheat messages appear, nations disappeare, and once we tough it was all fixed and uploaded the pretenders the game disappeared from Llamaserver.
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Since he didn't include the mytheology nor the antilarium mod, his work will be much easier.
You should double-check that the magic sites and summon spells give units they are supposed to give, that gave us most headache.
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Thanks for the hint, I've start doing that and in 5 minutes I've already found a couple of bugs.I'll have to reupload the mod file after I've fixed them all...the game won't start until we have enough people anyway
By the way, does anyone know a way to mod a map so that i can see every single site?
Looking at the mod file and double-checking all IDs is quite tedious...
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June 4th, 2009, 09:59 AM
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Sergeant
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Join Date: Jan 2009
Posts: 208
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Thanked 4 Times in 3 Posts
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Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
War Cleric, recruited from Lighthouse of Faith. Doesn't have any weapons, just his fist. But when I looked at the dm file it says.
#weapon "Axe"
#weapon "Throwing Axe"
#weapon 56
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June 4th, 2009, 10:49 AM
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Corporal
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Join Date: Jan 2009
Location: Modena, Italy
Posts: 192
Thanks: 27
Thanked 21 Times in 10 Posts
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Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
Quote:
Originally Posted by Lavaere
War Cleric, recruited from Lighthouse of Faith. Doesn't have any weapons, just his fist. But when I looked at the dm file it says.
#weapon "Axe"
#weapon "Throwing Axe"
#weapon 56
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Hmm, I just did a test game and the War Clerics look fine.Are you sure that you don't have any other mod active?
EDIT:I'm doing more playtesting and I'm finding more small bugs,mostly typos.I suppose I'll just keep working on it until we have the game ready.
By the way,is noone really interested in joining? I'm putting a lot of work in polishing the mod you know
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June 4th, 2009, 09:55 AM
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Corporal
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Join Date: Jan 2009
Location: Modena, Italy
Posts: 192
Thanks: 27
Thanked 21 Times in 10 Posts
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Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
Allright,I think I fixed everything(check first post); the combined mod should be ready now
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June 4th, 2009, 08:35 PM
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Sergeant
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Join Date: Jan 2009
Posts: 208
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Thanked 4 Times in 3 Posts
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Re: Crusaders - Heavy Mod Ea game [Recruiting]
Oh I am in for the game. And I like the Sha Bay map.
Thing is I've never tried apart from having CBM and Standards, those other mods.
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June 7th, 2009, 06:24 AM
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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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Re: Crusaders - Mod Heavy Ea game [Recruiting]
I might be up for playing in this actually, if it takes a while to start. Problem: I can't start till next Thursday (i.e. 11 days). That's quite a long time, so feel free to start without me!
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