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  #41  
Old May 18th, 2009, 08:32 AM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player

Yeah, pity the other guy. R'lyeh could have a ftaghntastic time.
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  #42  
Old May 18th, 2009, 08:35 AM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player

Jotunheim? Weee...does a somersault...does another cause I have never played this nation in MP.

Btw...I started a 12 player game using all the mods on the proposed map with cbm 1.5. When the game started there was no fortress, starting army...anything. When I ended turn it said my nation was dead. I tried again with the exact same results. I concluded the map was short of placement positions, as it worked fine with 11 players.

Anyone want to check it out? See if it happens to them?
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  #43  
Old May 18th, 2009, 08:47 AM

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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player

Just tried it myself, no forts no nothin'
As far as I see everything works just fine without CBM, why not just stick with that?
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  #44  
Old May 18th, 2009, 08:48 AM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player

I just noticed some bugs in Myhteology. There are some pretenders with priestly magic (Great Egg, for example), but are not sacred. Choosing these pretenders will result in a game crashing error.

I'd suggest that when the mods are compiled and the holy rituals removed, these pretenders to be granted sacred status (pretender gods can never be blessed, so it has no effect on balance, unless you wish for them).

Just so that everyone knows.
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  #45  
Old May 18th, 2009, 06:17 PM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.

You're looking at mytheology4.dm? Unless I can't read mod-speak correctly, the Great Egg doesn't have holy magic assigned for any of the three nations it can go to. I can start a game with it selected for MA Caelum, and there's no problem either.

What is the relevant line of code I should be looking for?

I have noticed that the Monkey King hasn't been given a weapon though. Psientist created one, but presumably forgot to assign it.

As another thought, why is the Father of Medicine a much less effective healer than the Mother of Serpents? It seems wrong somehow.
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  #46  
Old May 18th, 2009, 07:31 PM

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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.

so are we holding off on making the pretenders until we figure out what's going on with the mods?
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  #47  
Old May 18th, 2009, 07:46 PM

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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.

ugh MA man. The nation I would have least liked to have gotten. Oh well, time for a learning experience.
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  #48  
Old May 19th, 2009, 12:31 AM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.

Nothing fundamental will change about the mods, but there appear to be a couple of bugs in Mytheology. This shouldn't actually affect pretender design, though.
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  #49  
Old May 19th, 2009, 01:14 AM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.

Actually, I wasn't completely accurate there. I hadn't until now put CBM 1.5 and Holy War into the top post. CBM in particular alters the point costs of many pretenders, and should be enabled in pretender design.

NOTE TO ALL: HAVE CBM 1.5 AND HOLY WAR 0.8 ENABLED WHEN DESIGNING PRETENDERS!!
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  #50  
Old May 19th, 2009, 01:19 AM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Pretender design.

A further note: As I'm already altering Mytheology for fix purposes (removing the divine spells etc), I'm inclined to give the Desire pretender Water and Nature at level 1 each, as per her description text. She's 180 points with a path cost of 70, so I don't think it's incredibly unbalanced.

That said, if people object strongly I'll take them back out again. It's not part of the 'official' mod, after all.
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