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  #71  
Old April 6th, 2011, 10:09 AM

NaivePhilosopher NaivePhilosopher is offline
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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

Yes, all seems well. Not sure what that was about, but everything seems to be working.
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  #72  
Old April 9th, 2011, 01:15 PM

Huitochka Huitochka is offline
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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

Here's the question. Why does turning your modified pack two off doesn't move mod nations out of ma? Then , why does activating both 1.84 and usual nations pack 2 gives "too many sprites" error, while just nations pack 2 works ok, and just 1.84 still gives all mod nations in ma (i think i mentioned it already but yeah)?
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  #73  
Old April 9th, 2011, 04:13 PM

Executor Executor is offline
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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

The mod DM file contains all the 9 nations, which in this case have been moved to MA for the purpose of the game. Simply turning off the mod does nothing, nor it should return the nations to their eras.
If you want them in their original setting, EA, MA or LA, you either have to use the original nation pack 2 in where some nations remain EA and LA and therefor can't be all used simultaneously (which is why we transferred them to MA all), or, download individual nations from the MC compatibility mod.
As for CBM 1.84, I'm not sure, maybe it adds some new mods that combined with the nation pack go over the total sprites limit. There are only so many mods that can be used together.
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  #74  
Old April 9th, 2011, 05:00 PM

Huitochka Huitochka is offline
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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

Quote:
The mod DM file contains all the 9 nations, which in this case have been moved to MA for the purpose of the game. Simply turning off the mod does nothing, nor it should return the nations to their eras.
Why doesn't it - turning it off - just remove mod nations at all, then?

Last edited by Huitochka; April 9th, 2011 at 05:18 PM..
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  #75  
Old April 10th, 2011, 10:45 AM

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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

Not sure what your mean Huitochka?
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  #76  
Old April 10th, 2011, 01:46 PM

Huitochka Huitochka is offline
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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

Well, mod nations are mod nations, they are supposed to be there only with nations pack on, right? So when i deactivate the nations pack2, they are stil here.
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  #77  
Old April 10th, 2011, 06:15 PM

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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

That really shouldn't happen, the only thing that comes to mind is you reentered the Testing Grounds game, after you already disabled the mod, at which point Dominions would automatically load the nation pack 2 mod again.
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  #78  
Old April 11th, 2011, 05:09 AM

llamabeast llamabeast is offline
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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

To be straightforward with you Huitochka, that's a definite case of user error. If you try to create a new game without any mods enabled (or with just CB1.84 enabled) there will definitely be no mod nations available.

As Executor says though, you may have accidentally re-enabled the Expanded Nations mod by looking at a Testing Grounds game (I think opening a game sets the current mod preferences to match that game).
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  #79  
Old April 11th, 2011, 08:22 AM

Huitochka Huitochka is offline
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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

I guess that's a user error, but not the one you're speaking of. I've yet to find what i did wrong.

Interesting. Just turning it off doesn't help, reentering some other game with different mods does, and reentering this one doesn't show any nation packs, neither usual one nor modified one, active, while it activates it and other mods of this game (only cbm 1.6 and edm 1.2 shows as active, however). Then if i "enable" any nations pack 2, either the one which is used here or the usual one, trying to make a pretender shows error about sprites, and enabling-disabling nations pack, either any of them or both, still doesn't move all mod nations out of ma.

So for me the only way to actually disable it is to reenter some other game and the only way to correctly use 1.84 with nations pack 2 (usual one) without errors is to do that and only then activate the relevant mods.

Posting here in case someone else has will have this problem... or if you have any idea what it is so.
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  #80  
Old April 11th, 2011, 08:51 AM

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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

Maybe your custom mod doesn't have a banner? Mods can be enabled without a banner showing, but still if you go through the list of mods (in "Mod Preferences") I can pretty much guarantee that it's set to "Enabled" if you have mod nations showing.
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