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March 26th, 2004, 03:44 AM
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Corporal
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Join Date: Mar 2004
Location: Eastern US Seaboard
Posts: 96
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Re: Calrea mod
You might want to do a chmod on your directories so that people can't go poking around your personal stuff. Otherwise, looks cool. Man, Jotunheim beat the snot out of those guys.
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"He clasps the crag with crooked hands;
Close to the sun in lonely lands,
Ringed with the azure world, he stands" - Alfred, Lord Tennyson
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March 26th, 2004, 07:14 AM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
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Re: Calrea mod
I've always wanted to allow access to my directory like that. How do I do it?
[ March 26, 2004, 05:14: Message edited by: Argitoth ]
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March 27th, 2004, 12:36 AM
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Corporal
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Join Date: Mar 2004
Location: Kerava, Finland
Posts: 57
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Re: Calrea mod
They're not my personal directories and chmod is set correctly.
You can allow others to see your directories i.e. typing chmod 755 .folder name. on bash.
We are still searching for writer, mapper and modeler.
[ March 26, 2004, 22:37: Message edited by: Zeikko ]
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March 27th, 2004, 01:52 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Calrea mod
Actually there is a setting in the web server which can override that. Many sites do it.
Personally all of my directorys are open that way also. Also to test if your directory allows it you might try deleting or renaming any first-page such as your index.html or index.htm since many servers will automatically add that to a directory request if such a file is there.
[ March 26, 2004, 23:54: Message edited by: Gandalf Parker ]
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April 1st, 2004, 01:33 AM
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Private
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Join Date: Mar 2004
Location: Nelson, BC
Posts: 30
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Re: Calrea mod
If you're looking for a writer, I'll be available in a little while (I'm moving right now, only have computer at work). What sort of writing are you looking for? I've done short fiction, designed RPG game worlds, written for PBEM and Online RPG's, and helped design and write board games. If you're looking to flesh out some of the gameworld and do unit/pretender/nation write-ups, I can certainly help. Send me an email at [email protected].
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April 3rd, 2004, 07:58 PM
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Corporal
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Join Date: Mar 2004
Location: Kerava, Finland
Posts: 57
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Re: Calrea mod
The project is going on...
We got some new team members i.e. Murph to write some background stories and correct our mistakes.
Our website is finally ready: http://www.hehkulamppu.net/~zeikko/calrea/index.htm there isn't much material yet, screenshots are on their way and maybe some other files after that.
There is still room for few modelers and alpha testers.
[ April 03, 2004, 18:00: Message edited by: Zeikko ]
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April 14th, 2004, 11:55 AM
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Corporal
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Join Date: Mar 2004
Location: Kerava, Finland
Posts: 57
Thanks: 0
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Re: Calrea mod
I think it's time to update this too. We are updating alpha Version to 2.11 now and making 2 new nations.
We got new URL for the web site: http://calrea.hehkulamppu.net There are also new material.
I made a pencil draft of the map of Calrea, and we are searching a person to make a cool looking tga of it. Send private message or email to [email protected] if you're interested.
[ May 14, 2004, 06:52: Message edited by: Zeikko ]
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April 14th, 2004, 12:39 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: Calrea mod
It's turning out to be a very interesting mod so far. Whereever did you came up with the idea for the backround story?
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April 14th, 2004, 05:15 PM
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Corporal
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Join Date: Mar 2004
Location: Kerava, Finland
Posts: 57
Thanks: 0
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Re: Calrea mod
Thanks, i made the core of the background story by myself and Murph fixed and wrote it as it is. That's just the core of the history and I hope we can make more texts sooner or later.
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May 14th, 2004, 07:50 AM
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Corporal
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Join Date: Mar 2004
Location: Kerava, Finland
Posts: 57
Thanks: 0
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Re: Calrea mod
We got new better web site feel free to visit.
The project has been on quite low-profile now but great ideas are raising again and I hope we can get some kind of beta Version out for everyone soon.
Are people intrested of testing a mod containing 4 nations and some other changes. I'd like to hear some opinions that should publish soon coming beta Version or wait for more nations etc.
Then some things about changing the Dom II playstyle. Now summons seem to much more powerful than national troops. I am thinking to decrease the strength of all summoned units or make them more expensive in gems. In my opinion summons should be used when you upkeep is almost same and income and you must expand your army, to add more variety in your army or some other small tricks, but not as the core of army.
Your opinions? Would you like to play a mod which nerfs summons?
[ May 14, 2004, 07:51: Message edited by: Zeikko ]
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