View Full Version : MP with mods
PrinzMegaherz
April 14th, 2004, 09:01 PM
Hello guys!
I'm sorry to bother you, but I'm sure you can help me.
If I join a game and the host uses a mod (in my case Sacred Salamanders), do I need to activate it as well?
I'm sure the answer to this has already been written in this forum, but I did not manage to find it.
Thanks for your efforts!
mlepinski
April 14th, 2004, 09:58 PM
If the game was created using a mod, then you will not be able to play your turn unless you have the same mod.
- Matt L. :->
mlepinski
April 14th, 2004, 09:58 PM
[ April 15, 2004, 00:32: Message edited by: mlepinski ]
Tuna-Fish
April 14th, 2004, 11:21 PM
BUT it will be activated (and the not-used mods deactivated) automately: All you need to take care of is that you make your pretender with right mods activated, and that you have the mods in your dom2\mods\ directory when playing.
PDF
April 15th, 2004, 10:43 AM
Originally posted by Tuna-Fish:
BUT it will be activated (and the not-used mods deactivated) automately: All you need to take care of is that you make your pretender with right mods activated, and that you have the mods in your dom2\mods\ directory when playing. <font size="2" face="sans-serif, arial, verdana">I'm not sure that the Pretender design is mod-dependent, I mean I think you can design gods with mod X on, then desctive it and still use the god. However he will have abilities according to mods on when you start the game, not those when you designed it.
Or so I think ... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
PhilD
April 15th, 2004, 07:07 PM
Originally posted by PDF:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Tuna-Fish:
BUT it will be activated (and the not-used mods deactivated) automately: All you need to take care of is that you make your pretender with right mods activated, and that you have the mods in your dom2\mods\ directory when playing. <font size="2" face="sans-serif, arial, verdana">I'm not sure that the Pretender design is mod-dependent, I mean I think you can design gods with mod X on, then desctive it and still use the god. However he will have abilities according to mods on when you start the game, not those when you designed it.
Or so I think ... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Disturbing thought, since you can easily write your own mod where your chosen pretender has very cheap paths, and costs very little design points (say, a Vampire Queen with a Path cost of 10 and a DP cost of 0). I hope cheat detection will catch this at least...
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