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  #21  
Old May 15th, 2009, 10:49 AM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players

I'll join up as well, and I'll throw Arcoscephale into the pot.

Oh and I'm wondering if we'll have time to play around with whatever nation we get assigned since we'll have quite a few mods to get used to.
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  #22  
Old May 15th, 2009, 12:06 PM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players

Welcome to the game, fakey. I imagine giving people a few days to pick up a bit about the mods would be a reasonable thing to do.

Only 2 spots left now - excellent!
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  #23  
Old May 15th, 2009, 12:54 PM

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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players

I'd like to join the game.
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  #24  
Old May 15th, 2009, 01:17 PM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players

Yeah, sure thing. You'll need to nominate a nation to be put into the draw, though.
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  #25  
Old May 15th, 2009, 04:57 PM

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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players

Quote:
Originally Posted by Gregstrom View Post
Yeah, sure thing. You'll need to nominate a nation to be put into the draw, though.
C'tis
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  #26  
Old May 15th, 2009, 05:03 PM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 9/12 players

Ooh, a potential power nation joins the mix. I'll write it up.
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  #27  
Old May 15th, 2009, 11:54 PM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player

I just did a quick test game. CPCS + Mytheolgy + Holy War: Divine + Magic Site mod + CBM 1.5 run along fine.
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  #28  
Old May 16th, 2009, 12:26 AM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player

Althought casting (just casting, not monthly casting) the Mytheology divine rituals seem to crash the game for me. Could someone else confirm if this is true in their end too?

I'm suspecting that something in the newest patch broke divine rituals, I encountered this while making divine rituals for Holy War (and was the ultimate reason to leave them out from the mod.)

If the rituals are broken, I suggest that you make a version of mytheology without them (so that no-one can even accidentally send a "crash" turn, which causes everyone to stale automatically.)
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  #29  
Old May 16th, 2009, 01:51 AM
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Default Re: Unsanity... surely this is modness! MA Mod-heavy game. Recruiting, 11/12 player

Mytheology's divine spells make the game crash for me too.

Removing the spells shouldn't be too hard even for a dunce like me

I'm also tempted to concatenate the mods with llamabeasts app - I think it's perl, though, and I have no familiarity with perl nor AFAIK any way to run it.

I'd be happy to throw Holy War and CBM 1.5 into the mix too - if anyone has strong objections to this, please speak now.
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  #30  
Old May 16th, 2009, 08:39 AM

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

If there is space for one more then I'd like to join.
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