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  #51  
Old January 22nd, 2010, 06:38 PM

Trumanator Trumanator is offline
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Default Re: Blood Red (closed - setting up)

Well Tourmaline had 8 mod nations, and we didn't have any problems. By my count we have 7 here.
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  #52  
Old January 22nd, 2010, 07:59 PM

Tollund Tollund is offline
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Default Re: Blood Red (closed - setting up)

Are you using the most recent (0.8) version of the Ogre Kingdoms mod? Because the most recent version gives slaughtermasters a 100% FE random and has pitfighters, maneaters and bulls with different gold and resource costs.
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  #53  
Old January 22nd, 2010, 10:51 PM

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Default Re: Blood Red (closed - setting up)

Quote:
Originally Posted by Tollund View Post
Are you using the most recent (0.8) version of the Ogre Kingdoms mod? Because the most recent version gives slaughtermasters a 100% FE random and has pitfighters, maneaters and bulls with different gold and resource costs.
Fixed. I compared the versions I have with Sombre's mod list and on there it says the latest version is 0.7.

Quote:
Originally Posted by Sombre View Post
'sprnbr too high' can also turn up halfway through a game, btw. It used to be a major pain in the *** when trying to use mod nations. The limits have been increased, but are still there. One of the reasons I've never tried to start another big all mod nations game.
This mod has the following:
Nations: 8
Monsters: 374
Magic Sites: 20
Weapons: 146
Armor: 50
Spells: 123
TGAs: 510

Looks like we have 12 Spell slots left. Does 510 sound like to many sprites? More testing now would be good!

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  #54  
Old January 22nd, 2010, 11:53 PM

rdonj rdonj is offline
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Default Re: Blood Red (closed - setting up)

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Originally Posted by Trumanator View Post
Well Tourmaline had 8 mod nations, and we didn't have any problems. By my count we have 7 here.
Well, in Tourmaline one of those mod nations had a VERY small number of sprites. I'm surprised I didn't get that issue in Tourmaline though, considering.
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  #55  
Old January 23rd, 2010, 04:36 AM
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Default Re: Blood Red (closed - setting up)

510 sounds like a lot. I'd recommend to give the thing some extensive testing before going for the MP game (perhaps play a SP game with the nations to turn 60+ or something).

One way you can decrease the amount of sprites is to get rid of national pretenders that are not in use. Since Pyg is a outsider, each player could just tell him if he is going to use some national pretender or not.

If the limit is tied to how much custom-sprites are shown in combat, you could try to find units whose sprites could be replaced by #copyspr commands. Sure, it won't be as pretty but I'd guess that function comes before aesthetics in this case. (Alugran human infantry comes to mind as being easy to replace with vanilla sprites)
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  #56  
Old January 23rd, 2010, 12:04 PM

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Default Re: Blood Red (closed - setting up)

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Originally Posted by Burnsaber View Post
510 sounds like a lot. I'd recommend to give the thing some extensive testing before going for the MP game (perhaps play a SP game with the nations to turn 60+ or something).
In testing I did a year ago, I thought I found the hard limit to be close to 1000, but I'm still very unsure. Anyway, I've been begging for testing because this is a pretty crazy mod and there are still bugs in DMG, not to mention my mistakes.
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  #57  
Old January 26th, 2010, 06:13 AM

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Default Re: Blood Red (closed - setting up)

It would be nice to get this game off the ground. How far are we with the mod pyg?
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  #58  
Old January 26th, 2010, 12:31 PM

pyg pyg is offline
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Default Re: Blood Red (closed - setting up)

Well, no one has said anything is wrong with the latest version, but it looks like only one person has looked at it....
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  #59  
Old January 26th, 2010, 01:02 PM

Tollund Tollund is offline
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Default Re: Blood Red (closed - setting up)

The only thing I noticed in a quick overview is a Marverni Horn blower as a pretender choice for the Ogres.
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  #60  
Old January 26th, 2010, 01:54 PM

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Default Re: Blood Red (closed - setting up)

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Originally Posted by Tollund View Post
The only thing I noticed in a quick overview is a Marverni Horn blower as a pretender choice for the Ogres.
Thanks, but this seems to be quirk from CBM (line 7809) which does something to Champion of the Horn and then #restrictedgod 79 which happens to be the Ogres nation number in this mod. Is this in CBM for a mod nation, because 79 is not a default nation. grep says this is the only #restrictedgod in CBM as well. I can fix this easily for the game by removing this line from the mod or renumbering the nations, but I won't submit another mod just for this change.
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