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Gregstrom
May 13th, 2009, 02:27 AM
Note: UPDATED MOD FILE BELOW!

Server: Llama
PBEM
Players: 12
Map: Antilarium (http://forum.shrapnelgames.com/showthread.php?t=40171)
Turns: 30 hours, quick host. Longer turns after turn 20 or so.
Era: MA
Hall of fame: 15
Mods: Antilarium metamap (http://forum.shrapnelgames.com/showthread.php?t=40171), CPCS (http://forum.shrapnelgames.com/showthread.php?t=42165), Mytheology 3 (http://forum.shrapnelgames.com/showthread.php?t=40168), Endo's Site Mod (http://forum.shrapnelgames.com/showthread.php?t=41189), CBM 1.5 (http://forum.shrapnelgames.com/showthread.php?t=43120), Holy War 0.8 (http://forum.shrapnelgames.com/showthread.php?t=42638)
Victory: Standard
Magic sites: A little higher than default.
Renaming: On
Graphs: On
Missed turns: Two in a row and you will be replaced.

The four mods above appear to be intercompatible, although Mytheology seems to be having trouble with its extra divine spells, and I may need to create a replacement .dm file with the holy spells removed.

I'll throw CBM into the mix if people believe it won't cause any difficulties with the other mods being used.

Antilarium is a 12 player map, and needs 9 land and 3 water nations.

Nation choice: Nations will be randomly assigned, but each player gets to choose a nation to be thrown into the pot for the random selection. Water nations will already be in the pot, so three of the suggested nations will remain unplayed. Players will not be assigned the nation they suggested themselves, so don't throw Ashdod into the pot unless you really like the idea of being on the receiving end of an Anakite horde.

One exception to random assignment: If anyone wants Oceania, they can have it.

Final nation placements:

Agartha--------fakeymcfake
Arcoscephale---Executor
Atlantis-------Strabo
Bandar Log-----Gregstrom
Caelum---------Burnsaber
C'tis----------Ossa
Ermor----------Simonlost
Jotunheim------Meglobob
Man------------Alpine_Joe
Oceania--------Scarlioni
R'lyeh---------tgboB
Shinuyama------Goodchild



Players:
Gregstrom
Executor
Alpine_Joe
Goodchild
Ossa
Burnsaber
Meglobob
tgboB
Strabo
fakeymcfake
Simonlost
Scarlioni

Nations:
Oceania
R'lyeh
Atlantis
Machaka (proposed by Gregstrom)
Pangaea (proposed by Executor)
Jotunheim (proposed by Alpine_Joe)
Man (proposed by Goodchild)
Ulm (proposed by Ossa)
Bandar Log (proposed by Burnsaber)
Shinuyama (proposed by Meglobob)
Agartha (proposed by tgbob)
Ermor (proposed by Strabo)
Arcoscephale (proposed by fakeymcfake)
C'tis (proposed by simonlost)
Caelum (proposed by Scarlioni)

llamabeast
May 13th, 2009, 09:36 AM
Have you considered using Burnsaber's Holy War mod as well? I think it looks really interesting.

llamabeast
May 13th, 2009, 09:37 AM
Also if you have any difficulty with mod conflicts you can use my script to combine them and remove conflicts. If you're not sure how to use it I can do it for you.

Zeldor
May 13th, 2009, 11:47 AM
Gregstrom:

It looks like you pretty much want to make it with my modpack :) Too bad I am at my limit of games and can't join that one.

Executor
May 13th, 2009, 01:32 PM
Well, since I can't play my own game :mad:,
I'll join this one if you'll have me.
So, how does this work, I state one nation right?
Ok, Machaka, you're in! Always wanted to try those little spiders.

Gregstrom
May 13th, 2009, 01:39 PM
Llamabeast: I'd be happy to put in Holy War as well.

Zeldor: I'd been considering starting a game like this since I saw CPCS and the magic site mod turn up, but I had too many other games going on at the time. Looks like we were thinking along the same lines :)

Executor: You're in, although I'd already put Machaka in as my suggestion. So you get to put a different nation into the pot.

Burnsaber
May 13th, 2009, 01:55 PM
Word of warning.

Mytheology + CPCS + Holy War might go over the in-game limit on modded spells (IIRC it was 133 spells). They'll probably fit, but there probably won't be any room for modded nations (since those usually add national spells).

If the combined mod crashes the game, try to remove the "Curse of the Four Horsemen" spell from CPCS (along it's nextspells), that will free 5 more slots.

One solution is also to just overwrite national spells from nations which are not in the game. It's pretty easy to write too. Just replace the #newspell line with #selectspell "XXX"

I'm just itching to join, but I'm at my limit on MP games. Perhaps I'll get quickly eliminated in one..

Executor
May 13th, 2009, 02:09 PM
Sorry, didn't see Machaka was in, Pangaea than.

Alpine Joe
May 13th, 2009, 04:21 PM
I'm in and I will throw Jotunheim into the pool.

Gregstrom
May 13th, 2009, 04:59 PM
Fair enough. I'll note that you're a sucker for punishment, and some lucky player will be very grateful to you.

Goodchild
May 13th, 2009, 08:27 PM
This sounds like a lot of fun, I'd love to join in. I'm still sharpening my MP skills I hope that's alright.

As for nations I'll throw Man into the hat.

Alpine Joe
May 13th, 2009, 11:42 PM
What's the point in winning if you aren't fighting the best right :)

Ossa
May 14th, 2009, 01:07 AM
I'd like to through Ulm into the pot and join the game;)

Burnsaber
May 14th, 2009, 03:37 AM
Hmm. It seems that I'll soon fall in one game I'm playing. So I'm available for this one.

Let's put Bandar Log into the mix.

Gregstrom
May 14th, 2009, 04:23 AM
Excellent! I'll put you in now.

Meglobob
May 14th, 2009, 08:20 AM
I wasn't going to join another game this summer but can't resist the obvious chaos/anarchy of this one. Not played with any of those mods (not even SP) so should be (a little) like being a beginner again.

What nation to throw in the pot? Errm....Shinuyama it will after be.

Hope we can fit CBM 1.5 in as well!

Executor
May 14th, 2009, 08:28 AM
I like the fact that everybody's putting up weaker nations here.

Gregstrom
May 14th, 2009, 08:29 AM
@meglobob: So do I, actually. It's been brought out at just the right time.

Shinuyama will be dropped into the pot.

@executor: It's good, isn't it :) I hoped this would heppen if people could only name the nations they were playing against. It will hopefully make for a more interesting game.

tgbob
May 15th, 2009, 02:42 AM
I'd like to join along with throwing Agartha into the pot.

Strabo
May 15th, 2009, 05:19 AM
I'm in and throw Ermor into the pot

Fakeymcfake
May 15th, 2009, 10:49 AM
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.

Gregstrom
May 15th, 2009, 12:06 PM
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!

simonlost
May 15th, 2009, 12:54 PM
I'd like to join the game.

Gregstrom
May 15th, 2009, 01:17 PM
Yeah, sure thing. You'll need to nominate a nation to be put into the draw, though.

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

C'tis

Gregstrom
May 15th, 2009, 05:03 PM
Ooh, a potential power nation joins the mix. I'll write it up.

Burnsaber
May 15th, 2009, 11:54 PM
I just did a quick test game. CPCS + Mytheolgy + Holy War: Divine + Magic Site mod + CBM 1.5 run along fine.

Burnsaber
May 16th, 2009, 12:26 AM
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.)

Gregstrom
May 16th, 2009, 01:51 AM
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 :D

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.

Scarlioni
May 16th, 2009, 08:39 AM
If there is space for one more then I'd like to join.

Scarlioni
May 16th, 2009, 08:48 AM
Hesitent to suggest a nation since we have 11 suggestions and only nine spots.

If a suggestion is needed then I'll propose Cealum.

Burnsaber
May 16th, 2009, 09:21 AM
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 recommend it. I was mostly testing if the mods hit over the spell limit. There are some unit clashes, mostly with Mytheology and Holy War.

Perhaps some IrC guys could give you a hand in running the perl script?

I also found a small bug in the Holy War. I'll upload a new version today evening.

Zeldor
May 16th, 2009, 09:23 AM
Gregstrom:

I guess it will be fairly easy to use it. I may try to run it later, when I have time. I hope to sit and maybe release first version of Enhanced Gameplay Mod on Monday [as I won't wait for Zlefin's F/W mod or llamabeast thug mod, so tartarians will stay for now].

Oh, and I have never ever been able to use holy rituals. Has anyone been able to use them at all?

Executor
May 16th, 2009, 06:26 PM
Hahaha there is Cthulhu as a pretender for R'lyeh!

shard
May 16th, 2009, 07:27 PM
I'll take the last spot if its available. I haven't played dom for over a year but i trust it hasnt changed tooo much from 3.14!

I don't care about nation picks, I have little idea who the 'weak' and 'strong' ones are anyway. Poor astral/death/blood = weak?

Fakeymcfake
May 16th, 2009, 08:39 PM
I don't think there are many "weak" nations left, unless you want to go with Eriu, but they're like crippled puppy weak. I don't know who would be good to fill the last spot with as all the choices left have very obvious strengths to them. Just go with someone who isn't obviously powerful (ie. don't pick Ashdod).

Gregstrom
May 17th, 2009, 02:04 AM
Well, Scarlioni got in first with a pick, and he makes the 12th player. Many apologies Shard, but the game is now full. I'm at a wedding for the weekend so sorting out all the admin (race assignment, mod concatenation)will have to wait for a day or so while I get home. If anyone independent would like to volunteer to assign nations, please PM me.

Gregstrom
May 18th, 2009, 07:35 AM
Hokay, the random assignments are as follows:

Agartha--------fakeymcfake
Arcoscephale---Executor
Atlantis-------Strabo
Bandar Log-----Gregstrom
Caelum---------Burnsaber
C'tis----------Ossa
Ermor----------Simonlost
Jotunheim------Meglobob
Man------------Alpine_Joe
Oceania--------Scarlioni
R'lyeh---------tgboB
Shinuyama------Goodchild

I'll put this in the top post shortly.

Executor
May 18th, 2009, 08:01 AM
Arco, nice. Well, I have my pretender designed.

tgbob
May 18th, 2009, 08:06 AM
Uuugh EA R'lyeh with Oceania. Game over man, game over!

Wait, this is an MA game...

Gregstrom
May 18th, 2009, 08:32 AM
Yeah, pity the other guy. R'lyeh could have a ftaghntastic time.

Meglobob
May 18th, 2009, 08:35 AM
Jotunheim? Weee...does a somersault...does another cause I have never played this nation in MP.:D

Btw...I started a 12 player game using all the mods on the proposed map with cbm 1.5. When the game started there was no fortress, starting army...anything. When I ended turn it said my nation was dead. I tried again with the exact same results. I concluded the map was short of placement positions, as it worked fine with 11 players.

Anyone want to check it out? See if it happens to them?

Executor
May 18th, 2009, 08:47 AM
Just tried it myself, no forts no nothin'
As far as I see everything works just fine without CBM, why not just stick with that?

Burnsaber
May 18th, 2009, 08:48 AM
I just noticed some bugs in Myhteology. There are some pretenders with priestly magic (Great Egg, for example), but are not sacred. Choosing these pretenders will result in a game crashing error.

I'd suggest that when the mods are compiled and the holy rituals removed, these pretenders to be granted sacred status (pretender gods can never be blessed, so it has no effect on balance, unless you wish for them).

Just so that everyone knows.

Gregstrom
May 18th, 2009, 06:17 PM
You're looking at mytheology4.dm? Unless I can't read mod-speak correctly, the Great Egg doesn't have holy magic assigned for any of the three nations it can go to. I can start a game with it selected for MA Caelum, and there's no problem either.

What is the relevant line of code I should be looking for?

I have noticed that the Monkey King hasn't been given a weapon though. Psientist created one, but presumably forgot to assign it.

As another thought, why is the Father of Medicine a much less effective healer than the Mother of Serpents? It seems wrong somehow.

simonlost
May 18th, 2009, 07:31 PM
so are we holding off on making the pretenders until we figure out what's going on with the mods?

Alpine Joe
May 18th, 2009, 07:46 PM
ugh MA man. The nation I would have least liked to have gotten. Oh well, time for a learning experience.

Gregstrom
May 19th, 2009, 12:31 AM
Nothing fundamental will change about the mods, but there appear to be a couple of bugs in Mytheology. This shouldn't actually affect pretender design, though.

Gregstrom
May 19th, 2009, 01:14 AM
Actually, I wasn't completely accurate there. I hadn't until now put CBM 1.5 and Holy War into the top post. CBM in particular alters the point costs of many pretenders, and should be enabled in pretender design.

NOTE TO ALL: HAVE CBM 1.5 AND HOLY WAR 0.8 ENABLED WHEN DESIGNING PRETENDERS!!

Gregstrom
May 19th, 2009, 01:19 AM
A further note: As I'm already altering Mytheology for fix purposes (removing the divine spells etc), I'm inclined to give the Desire pretender Water and Nature at level 1 each, as per her description text. She's 180 points with a path cost of 70, so I don't think it's incredibly unbalanced.

That said, if people object strongly I'll take them back out again. It's not part of the 'official' mod, after all.

tgbob
May 19th, 2009, 01:47 AM
In my test game I have found several sites underwater that let's you recruit troops/commanders. Unfortunately none of them have underwater breathing so they all just drown.

Burnsaber
May 19th, 2009, 02:01 AM
What is the relevant line of code I should be looking for?


Eh, sorry. False alarm. Those were just a unit clash with Holy War (lot's of guys with priestly magic there).

I'm going to wait until we get the compiled mod-pack without clashes before making my pretender, seems like a wise thing to do.

Go ahead and 'fix' the Desire. Seems like an oversight.

Burnsaber
May 19th, 2009, 02:03 AM
In my test game I have found several sites underwater that let's you recruit troops/commanders. Unfortunately none of them have underwater breathing so they all just drown.

Holy sites or regular sites? We need to identify if it is the magic site mod or Holy War.

Could you post the site names? I could quickly fix those and look over for more problematic sites.

tgbob
May 19th, 2009, 02:11 AM
I only have Guild of Seamstresses in my current game. I keep starting over to check pretender effectiveness at stomping indies.

simonlost
May 19th, 2009, 09:09 AM
going to work. I'll check back when I get home to see what's going on with the pretenders. What should I put in the subject line when submitting to LlamaServer?

Gregstrom
May 19th, 2009, 09:13 AM
I'll check the map file for Antilarium. I think I remember seeing some Sea/Waste provinces on it, which might cause that sort of effect.

Does anyone know where I might find some software which would let me run llamabeast's Perl script for combining mods?

Strabo
May 19th, 2009, 09:22 AM
maybe ActivePerl works

Scarlioni
May 19th, 2009, 05:00 PM
I'll wait a bit before submitting my pretender until the modness gets settled.

Gregstrom
May 19th, 2009, 06:04 PM
Well, until I have the mod sorted there won't be a game to submit to. Feel free to play with designs until then.

simonlost
May 19th, 2009, 08:44 PM
Just found out that I will be out of town for the weekend. I should get back sometime Monday night. Any issues with starting the game after that or do you have any other suggestions? Sorry for the short notice but hey with all the mod issues maybe this could be a good thing?

Gregstrom
May 20th, 2009, 03:13 AM
Huzzah! The mod is joined successfully, so I've attached it to the top post. Everything you need for the game is in there (including the map files, even), so go for it!

tgbob
May 20th, 2009, 07:38 AM
Jotunheim? Weee...does a somersault...does another cause I have never played this nation in MP.:D

Btw...I started a 12 player game using all the mods on the proposed map with cbm 1.5. When the game started there was no fortress, starting army...anything. When I ended turn it said my nation was dead. I tried again with the exact same results. I concluded the map was short of placement positions, as it worked fine with 11 players.

Anyone want to check it out? See if it happens to them?

This, I'm getting this. I'm running the mod-combo pack "Unsanity Seed" and CBM 1.5 when I make the games.

Meglobob
May 20th, 2009, 08:12 AM
I am running just Unsanity Seed mod pack.

Siege Trebuchet, Catapult and Elder Sign cause the game to crash by clicking on them. Bad sprite, assume they both have same sprite.

When I start a 12 player game, it no longer is lacking a placement place for me but 1 or 2 computer positions die straight away every game when you click end turn. Either still lacking enough start places (very likely) or computer is creating stupid pretenders.

Obviously, going to be a few glitches with so many mods, I am sure we can sort them out. Like some of the new juicy pretenders!

Gregstrom
May 20th, 2009, 08:37 AM
@tgbob: Unsanity seed includes CBM 1.5, and you shouldn't have both active at the same time.

Gregstrom
May 20th, 2009, 09:10 AM
There are 12 set start provinces in the .map file. Are you making sure to set 3 AI players to the aquatic nations?

The VP provinces are suffering from the mod melding, as the map file refers to units by number. Editing will be in progress.

tgbob
May 20th, 2009, 10:45 AM
I set it with 12 players, R'lyeh as yours truly, Atlantis and Oceania as AI, and the rest 9 as random nations, with the map from Unsanity Seed.

Gregstrom
May 20th, 2009, 11:32 AM
Right... One of the problems is fixed, at least.

As to the other, I think province 46 (should be a start location for a sea nation) has too many neighbours, and the game might be barring it as a start point.

Can anyone confirm this is a problem?

Meglobob
May 20th, 2009, 01:42 PM
Right... One of the problems is fixed, at least.

As to the other, I think province 46 (should be a start location for a sea nation) has too many neighbours, and the game might be barring it as a start point.

Can anyone confirm this is a problem?

I have set a game up with 12 human players and gone throu them.

The sea nations are fine. P46 is working correctly.

However, it give 2 land nations the same starting province, P171, which resulted in instant death when end turn pressed.

Executor
May 20th, 2009, 02:06 PM
What, we have AI as water nations?
How did I miss this?
I wanted to take Oceania myself, I find them pretty interesting, but the pretender I want don't work well with Oceania. :(

Gregstrom
May 20th, 2009, 02:16 PM
That's interesting. I found that one of the land start points needed to be correctly added as a start point as otherwise the game assigned 2 nations to one province, which is what you're seeing.

However I then got 2 sea nations being assigned to the same province as well, which made me wonder about 46.

I think I'll cut some of the neighbours off 46 anyway, as it's got far too many.

Gregstrom
May 20th, 2009, 03:01 PM
Ah. In the course of surveying neighbours for 46, I think I worked out the problem.

99 was stated to be be a start point, but wasn't set as one in the initial mod. 99 is adjacent to 46, which meant when it was set as a start point, it could maybe exclude 46 from selection.

Luckily, 46 has too many neighbours anyway and so I can cut it off from 99. I'll see if that sorts it out.

Burnsaber
May 20th, 2009, 04:09 PM
I'd also like to say a few words, concerning my mods that are in. Just some tips on how to handle them, so that I can't try to leverage my obscure mod knowledge.

- With Holy War, holy sites are much more common, althought the effect is somewhat diluted by the magic site mod. My careful estimate is that about 8% of sites will be holy. All common holy sites can be found with a level 1 priest, uncommons by level 2 and rare sites by level 3. It's recommendable to send at least h2 priest out early to search some holy sites. Most of the sites do not give lots of gems, but allow access to good quality units & priests. Most of the indy sacreds can be pretty good even with a moderate bless, and some need no bless at all to be of use (Penitents, for example, are just undercosted heavy infantry), so it's worthwhile to search even if you don't have a bless. Most also give some gold and/or resources. Most of the holy sites are just for land, so rarely concern sea terrains. However, the "Temple of the Deeps" common holy site is still there, so holy searching is worthwhile just for it.

- Be careful with the CPCS spells - consider the new options they give for your opponent against you, so that you are not completely taken by suprise by a new spell. Let me state an example. You are facing against agartha, earthpower + bladewind and some love att statues. strong shielded high def thugs sound good. But what if their script is for Grip of the Marshlands? Sliming halves def, and the statues can easily hit if you are earth gripped.

- Also consider the new cross-holy summoning spells (Call Guardian of X). They need precious mage-time (only one unit per summon), but the troops are pretty good, and sacred to boot. If things get hot, they might just be the silver bullet you need. For example, Guardians of the First Flame have high attack and high-dam magical attack. They might be just what you need to croak those pesky ethereal thugs. Guardians of the Throne deal nearly no damage but are ethereal, high def and small size. Perfect to buy you some time on the battlefield and to exhaust enemy troops as they try hit them. Guardians of the world tree have magical ranged attack -> perfect for popping up mistform.

Executor
May 20th, 2009, 04:32 PM
The guardian spells are a bit screwed up, air and water summon the same unit, earth summons nothing.

Yap, a bunch of spells are a bit off.

The blood/holy spell that should summon flagelants as the description says summon the Dergoth the Exile pretender.
This pretender generates astral/death gems, so anyone with blood and nature can GoR him to get free gems and a damn good unit.

Burnsaber
May 20th, 2009, 04:50 PM
The guardian spells are a bit screwed up, air and water summon the same unit, earth summons nothing.

Yap, a bunch of spells are a bit off.

The blood/holy spell that should summon flagelants as the description says summon the Dergoth the Exile pretender.

Yeah, I now noticed the same thing. The compilation mod changes some monster numbers. In mod code, units are referred by those numbers.

So apparently all of the holy sites in Holy war are now broken along with all summon spells which summon modded units (there are 8 in holy war, mytheolgy has one (summon demon toad), are there any else?).I can fix it manually tomorrow morning (Gregstorm has sweaten enough over this already, me thinks). But now clock is nearing midnight here, so, sleep.

Gregstrom
May 20th, 2009, 04:52 PM
Argh - llama's combination script doesn't handle summon spells all the time?

Bother it... what with work and life taking up my time, I don't have enough hours in the day to both fix bugs and test for them.

I've attached the .dm with fixed sites to this post. Burnsaber: if you're going to have a look at the issue, it'd be best to use this file.

Fakeymcfake
May 20th, 2009, 05:02 PM
So what's the plan?

Executor
May 20th, 2009, 05:07 PM
So what's the plan?

Phase 1, Executor uses all the bugged exploits,
Phase 2, ???
Phase 3, Executor wins.

Sounds like a solid plan.

llamabeast
May 20th, 2009, 06:51 PM
Aargh, sorry guys, I thought my script was bugless, but it seems I had underestimated the number of things that I hadn't tested it for! These mods have very different things in to the ones I tested it on you see.

Unfortunately I am suffering from similar time problems to Gregstrom, but I will try to fix things when I get back from the library tomorrow night.

Burnsaber
May 21st, 2009, 03:31 AM
Ok, I did it. The summons and sites should work now. The mod is not synchronized with the antilarium map thought (in my test game, one site was defended mainly by Great Eyes :P), but I have 0 experience with .map files, so I'm kind of hoping if someone else could match the custom province defenders to the new unit numbers?

Once the mod and the map is synchorized (and the starting point bug fixed), I think that were good to go.

There still might be some bugs left, but since were all human here, I think that we could agree not to exploit buggy mod behaviour that are found during the game?

If you are not sure if it's bug or WAD, post on the thread and the players can decide if you're allowed to recruit angels of death with their AOE instakill attack for 0 gold from that "Happy Rainbow" magic site. :)

llamabeast
May 21st, 2009, 04:06 AM
Oh, the map... might it be possible to leave the Antilarium mod out of the combined mod, and just combine the rest? It probably won't clash with the combined mod. Otherwise the map will probably be pretty much ruined.

Gregstrom
May 21st, 2009, 06:52 AM
I've fixed the .map, as it happens. I did it last night, but didn't upload it. Here it is now. Please note: this map file should be used for testing purposes only - there's at least one fix (province 46) that isn't in it yet.

@llamabeast: Sadly, the Antilarium mod was another of the ones using unit ids in the 28xx range, so I felt it couldn't be safely excluded.

@Burnsaber: Many thanks for the mod update. Luckily for me, .map file editing isn't too tough (or I wouldn't be able to do it). It's not too far removed from mod creation.

Extra @llamabeast: It just struck me that the problems with the Divine War summon spells might be because they refer to unit IDs from a different .dm file. In which case there might be little your script can do about it.

I'm very tempted to start a thread attempting to organise allocations of unit/armour/weapon/etc. ID numbers on a voluntary basis.

llamabeast
May 21st, 2009, 06:57 AM
So is everything working now?

If so I will probably fix the script at the weekend rather than tonight you see.

Gregstrom
May 21st, 2009, 07:11 AM
I think the situation can currently be stated as: "We are currently unaware of any further problems with the combined mod."

If anything further crops up, we'll undoubtedly post about it :D

Hopefully we're now at the stage where the bugs are small and we just need to make you aware while fixing it by hand.

llamabeast
May 21st, 2009, 07:52 AM
:D Great.

Yeah, sorry my script didn't work so smoothly, it was meant to make running this kind of game super easy! Well hopefully I will get it all fixed up and future such games will indeed be easy.

Gregstrom
May 21st, 2009, 08:12 AM
Yeah, you'll always get teething problems first time around. It's nothing to worry about really.

Gregstrom
May 21st, 2009, 10:11 AM
Right, I have a new .rar ready. Before I upload it, I've had a thought. The Father of Medicine is currently a load of rubbish compared with the CBM pretenders. Mother of Serpents is a far better healer, and has better base magic (plus she's a SC chassis). Other rainbow mages have free gems, more and cheaper paths, sometimes make gems, and they're cheaper to boot.

I'd like to put him as cost:40, healer 100, new path cost 20 and give him S1 since S is a path that gives healing spells. I'm not sure he's worth using even then (and I won't be using him), but it seems closer to a balance with the other rainbows.

shard
May 21st, 2009, 11:19 AM
Well, Scarlioni got in first with a pick, and he makes the 12th player. Many apologies Shard, but the game is now full. I'm at a wedding for the weekend so sorting out all the admin (race assignment, mod concatenation)will have to wait for a day or so while I get home. If anyone independent would like to volunteer to assign nations, please PM me.


No problem, good luck with the game! I'll be keeping an eye on your progress

Executor
May 21st, 2009, 11:51 AM
I doubt anyone will be taking the Father of Medicine so I feel there's really no point in changing him,
I assume everyone's just gonna the the Jack of Shadows pretender and put every possible MR item and kill everyone. dark power 100?

Gregstrom
May 21st, 2009, 01:11 PM
Thanks for pointing that out Executor. It will be changed...

Darkpower 6 is a pretty hefty boost - does that seem nearer a correct level?

Meglobob
May 21st, 2009, 04:07 PM
Darkpower 6 sounds correct to me. Never spotted darkpower 100.

chrispedersen
May 21st, 2009, 05:46 PM
Note: This game is intended to be mostly for recreational purposes, as the mixture of mods involved may alter game balance unpredictably.

Server: Llama
PBEM
Players: 12
Map: Antilarium (http://forum.shrapnelgames.com/showthread.php?t=40171)
Turns: 30 hours, quick host. Longer turns after turn 20 or so.
Era: MA
Hall of fame: 15
Mods: Antilarium metamap (http://forum.shrapnelgames.com/showthread.php?t=40171), CPCS (http://forum.shrapnelgames.com/showthread.php?t=42165), Mytheology 3 (http://forum.shrapnelgames.com/showthread.php?t=40168), Endo's Site Mod (http://forum.shrapnelgames.com/showthread.php?t=41189), CBM 1.5 (http://forum.shrapnelgames.com/showthread.php?t=43120), Holy War 0.8 (http://forum.shrapnelgames.com/showthread.php?t=42638)
Victory: Standard
Magic sites: A little higher than default.
Renaming: On
Graphs: On
Missed turns: Two in a row and you will be replaced.

The four mods above appear to be intercompatible, although Mytheology seems to be having trouble with its extra divine spells, and I may need to create a replacement .dm file with the holy spells removed.

I'll throw CBM into the mix if people believe it won't cause any difficulties with the other mods being used.

Antilarium is a 12 player map, and needs 9 land and 3 water nations.

Nation choice: Nations will be randomly assigned, but each player gets to choose a nation to be thrown into the pot for the random selection. Water nations will already be in the pot, so three of the suggested nations will remain unplayed. Players will not be assigned the nation they suggested themselves, so don't throw Ashdod into the pot unless you really like the idea of being on the receiving end of an Anakite horde.

One exception to random assignment: If anyone wants Oceania, they can have it.

Final nation placements:

Agartha--------fakeymcfake
Arcoscephale---Executor
Atlantis-------Strabo
Bandar Log-----Gregstrom
Caelum---------Burnsaber
C'tis----------Ossa
Ermor----------Simonlost
Jotunheim------Meglobob
Man------------Alpine_Joe
Oceania--------Scarlioni
R'lyeh---------tgboB
Shinuyama------Goodchild



Players:
Gregstrom
Executor
Alpine_Joe
Goodchild
Ossa
Burnsaber
Meglobob
tgboB
Strabo
fakeymcfake
Simonlost
Scarlioni

Nations:
Oceania
R'lyeh
Atlantis
Machaka (proposed by Gregstrom)
Pangaea (proposed by Executor)
Jotunheim (proposed by Alpine_Joe)
Man (proposed by Goodchild)
Ulm (proposed by Ossa)
Bandar Log (proposed by Burnsaber)
Shinuyama (proposed by Meglobob)
Agartha (proposed by tgbob)
Ermor (proposed by Strabo)
Arcoscephale (proposed by fakeymcfake)
C'tis (proposed by simonlost)
Caelum (proposed by Scarlioni)

Just wanted to compliment you Greg on a cool method of nation selection.

Gregstrom
May 21st, 2009, 05:48 PM
Thanks. It seemed to work well, so I think I'll do it again.

Scarlioni
May 21st, 2009, 07:52 PM
Do we have a consolodated set of mods that work yet?

Gregstrom
May 22nd, 2009, 01:49 AM
The new zip file in the top post should be good to go.

I'll give it ~24 hours for people to break it, then I'll put the game on llamaserver.

tgbob
May 23rd, 2009, 12:35 AM
I get "Nagot gick fel!" "getspldscr: bad splnr" when I click on the spell entries for siege catapult and siege trebuchet in the laboratory. They're under construction 4 and 6.

Add Elder Sign from thaumaturgy 7 to the list. Hand of Destiny alteration 8.

And yes, I'm using the latest version from the OP with only Unsanity selected.

Gregstrom
May 23rd, 2009, 01:55 AM
Clicking on the spell entries? How odd... I'll have a look.

Edit: I'll test Krakensong while I'm there...

Gregstrom
May 23rd, 2009, 02:19 AM
Yup, Krakensong (a copyspell of Send Bukavac, thus only available to Bogarus) is gone too.

The spells in question are the last 7 in the mod, as Hand of Destiny takes 3 slots. I'm guessing that we've run out of spell slots. If so (and a little testing should show it... gimme a few minutes), then we have just stretched the game of Dominions to its very limits and beyond. Cool!

Gregstrom
May 23rd, 2009, 02:40 AM
Yup, it's the spell slots. We need to free up 7 of them.

Burnsaber, you mentioned Curse of the Four Horsemen as being 5 slots and droppable, I think?

Krakensong is bugged anyway, so that can go.

And maybe Rite of AshkEnte or Soul Harvest? I think either could be a bit unbalancing in favour of heavy Death nations.

If anyone has suggestions for which spells to crop, please make them.

Gregstrom
May 23rd, 2009, 02:56 AM
In other news,Unsanity is on llamaserver (http://www.llamaserver.net/gameinfo.cgi?game=Unsanity).

Since I can still alter game settings to correct the mod for a final version, you can submit your pretenders as and when you like.

Burnsaber
May 23rd, 2009, 09:21 AM
There's no need to scrap spells. Overwrite some.. let's Ashdod & Hinnom national spells.

So instead of having

#newspell "XXXX"
(spell Stuff)

just change the starting lines to 10 last spells to

#selectspell "Strange Fire (for example)"
#clear (so that it's not restricted anymore)
(spell Stuff)

Gregstrom
May 23rd, 2009, 06:13 PM
I guess I can do it that way too, although I had hoped to have this mod usable in other ages if needed.

Burnsaber
May 23rd, 2009, 06:30 PM
I guess I can do it that way too, although I had hoped to have this mod usable in other ages if needed.

Well, you're the boss. Curse of the Four Horsemen is scrappable (it's quite niche afterall) as is Styxian Baptism (3 spell slots for a uber niche undead healing spell), althought it's a slight loss for Ermor & R'lyeh, who have mages in those paths. (what a pity, he'll have to be satisfied with nether darts :P).

But if you're worried about mod usage, it wouldn't be that hard to make MA version (using EA national spells), EA version (using LA national spells) & LA version (Using MA national spells), since we are only talking about 10 spells here.

Gregstrom
May 24th, 2009, 04:02 AM
After some thought, I decided I'd just sub the spells in forBogarus' summons. I'm tempted to use the same multi-mod mix for a single age game in the future, at which point I'll have to decide whether and what to crop.

The MA mod is attached - I'll also put it in the top post. Please make sure to download it to your mods folder, everybody.

Edit: Llamabeast removed attachment to minimise confusion with a later version.

Burnsaber
May 25th, 2009, 01:07 PM
The Black Dragon pretender seems to be bugged. It has the Angel of Death as a secondshape with aoe instakill weapon.

Executor
May 26th, 2009, 02:20 PM
Yes it would appear to be bugged, it should have some rainbow mage as a seconds form like all the other dragons.
Machaka has a nice pretender, a giant spider. :)

So I've had my pretender ready for ages just don't know if to upload with all the bugs in the mods.
Should we upload now if everything's fixed, safe to send in pretenders?

Burnsaber
May 26th, 2009, 02:31 PM
I'll let Gregstorm say the final world, but the current version (UnsanityMA) is pretty solid.

Besides, it is possible to change the .dm file mid-game, if some game-killing bugs happen to appear.

Gregstrom
May 27th, 2009, 01:48 PM
The Black Dragon pretender seems to be bugged. It has the Angel of Death as a secondshape with aoe instakill weapon.

Yup, that was a bug. Unusually, it was a bug with Psientist's original Mytheology. He had 2 units with the same ID - Azazel and the Chaos Mage. This is fixed in the attachment here and in the top post. I'll upload this now to llamaserver and we'll treat it as final for purposes of starting the game.

Apologies for spending so much time offline - fate has combined an unpleasant throat infection with an unexpected work requirement for me to be in Plymouth rather than home in Edinburgh. The hotel is okay (bar the food), but it wants to charge £5/hr ($8, E0.20 or something like that :D) for internet access. It took me a couple of days to find a workaround and be mentally competent to use it.

Burnsaber
May 27th, 2009, 01:59 PM
Okay, sweet! Let's get this thing rolling!

Gregstorm, I suggest you contact other players about the buggy behaviour being fixed so that everyone will send in their pretenders. "The message of the day" could be a nice way to direct everyone to the direct download.

Fakeymcfake
May 30th, 2009, 12:10 AM
Bump to make sure this game isn't stillborn.

tgbob
May 30th, 2009, 07:04 AM
9 outta 12 pretenders submitted isn't so bad, we just need to shame the rest of the slackers to hurry up is all.

Gregstrom
May 31st, 2009, 09:38 AM
10 of 12 at the last count, and I'm one of the slackers :D

Gregstrom
May 31st, 2009, 09:46 AM
...and it seems Alpine_Joe is the other. Having had problems with Joe before, I'm tempted to put the position straight out to tender.

I've PMed him, and we'll see what happens.

Gregstrom
May 31st, 2009, 04:13 PM
It lookslike we're in a go situation :D

Gregstrom
June 1st, 2009, 02:54 PM
Or... not. The game has disappeared from llamaserver just after accepting my prretender. I've PMed llamabeast.

Burnsaber
June 1st, 2009, 02:58 PM
Or... not. The game has disappeared from llamaserver just after accepting my prretender. I've PMed llamabeast.

Whatever chassis you chose is apparently powerful enough to destroy the whole game before it has even begun!

What kind of evil forces have you been tempering with?

Do you have no shame?!

:P

llamabeast
June 1st, 2009, 07:40 PM
Oh whoops, sorry, busy couple of days! Not had a chance to look at this yet and have to go to bed now.

Anyway, I think it is the same problem as I had with the original CBM 1.41. Some mod issue that's only triggered on the command line (i.e. works in graphical mode) but is eminently fixable. I believe I wrote an explanation of it somewhere in the CBM thread so if you're keen you could hunt it down, otherwise I'll take a look as soon as I get a chance. That'll be tomorrow evening at the earliest though I'm afraid.

tgbob
June 3rd, 2009, 02:45 AM
You guys'll fix it in no time!

Meglobob
June 3rd, 2009, 02:25 PM
I hope you do, I am keen to have fun with my brand new god, for this game only god.

llamabeast
June 4th, 2009, 05:43 PM
Okay, I dug out my old post, which as hoped has the answer:

(note this is the original post so applies to CBM rather than this mod)
###########

The LlamaServer isn't able to start games with CBM 1.41, as given. It turns out
that the problem is with the spells Bind Spine Devils and Bind Serpent Fiends.
It throws the error:

Loading spells: CBcomplete_1.41.dm
name2spell Bind Spine Devil
N�got gick fel!
name2spell: no such spell!!
N�got gick fel!
name2spell: no such spell!!

I think the reason is that the spells change their own name. Maybe for some
reason it reads the mod twice, and the second time can't cope. Anyway, I've
fixed it. Instead of changing the spells, it seems you have to copy them, change
the copies and simply make the original spells unresearchable. I've changed the
copy on the LlamaServer and I think perhaps it won't matter for client machines,
but if you could use the modified code in the next version that'd be great.

Here's my fixed version:

--
#newspell
#copyspell "Bind Spine Devil"
#name "Bind Spine Devils"
#fatiguecost 800
#nreff 3
#descr "The caster sacrifices several blood slaves to contact and bind three
Spine Devils. Spine Devils are spine covered, wingless demons that fight with t\
wo venomous claws. The spines covering their bodies are poisonous and anyone
attacking them with short weapons may get poisoned."
#end

#selectspell "Bind Spine Devil"
#school -1
#end

#newspell
#copyspell "Bind Serpent Fiend"
#name "Bind Serpent Fiends"
#nreff 2
#descr "The caster sacrifices several blood slaves to contact and bind two
Serpent Fiends. Serpent Fiends are bat-winged, serpent-like demons summoned from \
the Abyss. Their bite is highly venomous."
#end

#selectspell "Bind Serpent Fiend"
#school -1
#end

###########

So basically, you can't have a spell which changes it's name. Now, using Perl-fu, here is the list of offenders in the UnsanityMA.dm mod (only including #selectspell and #name lines):

-----
#selectspell "Summon Likho"
#name "Elder Sign"

#selectspell "Summon Simargl"
#name "Destiny2"

#selectspell "Summon Firebird"
#name "Destiny"

#selectspell "Summon Lady Midday"
#name "Hand of Destiny"

#selectspell "Contact Sirin"
#name "Siege Catapult"

#selectspell "Summon Rusalka"
#name "Siege Trebuchet"

#selectspell "Summon Likho"
#name "Elder Sign"

#selectspell "Summon Simargl"
#name "Destiny2"

#selectspell "Summon Firebird"
#name "Destiny"

#selectspell "Summon Lady Midday"
#name "Hand of Destiny"

#selectspell "Contact Sirin"
#name "Siege Catapult"

#selectspell "Summon Rusalka"
#name "Siege Trebuchet"
--------

Notably:
1) They're all from Mytheology.
2) They all overwrite base game spells, which seems a bit sad but I guess is to save on spell counts; should be fine so long as Bogarus isn't playing.
3) They're all in twice. It looks like all of Mytheology is in twice.

Anyway, you could fix them as I have for the spine devil above, or you could just remove them.

Gregstrom
June 5th, 2009, 04:49 PM
If Mytheology's in twice, I guess I can knock out one copy. That'd work, and it'd fix the spells issue like as not.

llamabeast
June 5th, 2009, 06:38 PM
No it wouldn't fix the spells issue, you need to either delete them or copy them.

Actually... come to think of it I think it will work if you just change #selectspell to #copyspell let me try that. I could automate that.

llamabeast
June 5th, 2009, 06:52 PM
Okay, so it turned out that UnsanityMA.dm was the same as Unsanity.dm, except that it was twice as long, i.e. had the same thing in twice.

So, I shortened it, and made the fix of swapping "#selectspell" for "#newspell, #copyspell". I just started the game using the fixed version and it worked. Hooray!

Concern: UnsanityMA.dm was the same as Unsanity.dm apart from being twice as long, and a comment saying it was fixed for MA. Whatever that fix was meant to be, it isn't in there.

llamabeast
June 5th, 2009, 06:56 PM
Heh. I've just realised that it was you, not Mytheology, that put those lines using the Bogarus summons in, because you'd run out of spell slots. Now I've taken them out I've probably broken it because of the lack of spell slots.

So, I'm stuck now because I guess it's up to you to decide what to do about the lack of spell slots. The single thing you're not allowed to do is rename spells. Bit of a bummer I know.

I'll leave the game up for the moment but I expect you'll be need a restart.

Executor
June 5th, 2009, 08:01 PM
Restart? Nooooooooooooooooooooooooooooooooooooooooooooooo!! !!!!!!!!!!!!!!!
I love my starting position!

Fakeymcfake
June 5th, 2009, 08:34 PM
Man, I forgot I was even in this game. And nuts, I like my starting position too, and I've a bad track record with restarts and getting the shaft.

llamabeast
June 6th, 2009, 07:09 AM
Actually... I wonder if, having successfully started the game, I could change the mod back to how it was (i.e. including Gregstrom's renaming of spells) and carry on. I will test it later on.

In the meantime, Gregstrom, don't bother changing the mod. And maybe we will get away without a restart!

I am definitely going to petition JK for an increase in the number of spell slots. It is a real pity to have this restriction.

tgbob
June 6th, 2009, 07:30 AM
What's with the "wrong pretender, thems cheating!" message?

Executor
June 6th, 2009, 07:32 AM
The game is telling you that you designed the wrong pretender, and will therefor fail miserably and loose. :)

Meglobob
June 6th, 2009, 08:10 AM
I took a awake SC pretender and ended up with a sucky human mage, so I would like a restart!

It wasn't me who cheated, it was the mods that cheated me!

Great to see this game started thou!

Burnsaber
June 6th, 2009, 08:30 AM
Oh damn! I already deleted my .trn file since I thought that we are going to restart.

Just to get on the same page here, some questions.

1) Restart or not? Meglobob needs a real pretender

2) Is the mod okay? How did we bypass the spell limit if we can't rename spells?

llamabeast
June 6th, 2009, 03:16 PM
Okay!

Right, I believe the pretenders failing may be to do with the mod having been double length. Those of you who had problems with your pretenders (Jotunheim, C'tis and Shinuyama) should recreate them with the attached mod, then post here to say that you've done so. To do that we'll obviously need a restart, sorry.

In the attached mod I've left everything else as Gregstrom had it. Having thought about it, I've concluded it's likely that the issue only affects *starting* games, not running them. So I will temporarily alter the server's copy for the game start to remove the offending spells, then put them back after its started.

Everyone should download the attached mod in any case.

llamabeast
June 6th, 2009, 03:19 PM
You know, I think actually everyone should resubmit their pretender, having made it afresh with the new version of the mod, since there is every chance that others of them were broken but just did not exceed the points limit.

llamabeast
June 6th, 2009, 03:29 PM
So, just to be clear, because I think I may have been confusing:

1) I've unstarted the game, and everyone needs to resubmit pretenders.

2) Everyone needs to use the mod posted just above, Unsanity2 (which I will also attach to the first post) to create their pretenders.

3) Then hopefully everything should be smooth. Please get your pretenders in quickly!

Gregstrom, I hope you don't mind me taking actions without your say so, I'm just trying to be helpful in getting the game started.

Meglobob
June 6th, 2009, 04:00 PM
Thanks Llama!

Still a problem thou, just downloaded the above mod and tried to recreate my pretender, was a Awake Black Dragon, its now gone back to a Grimreaper as a alternative shape, should be a death mage/necromancer. Grimreaper is obviously a bug as its too powerful.

llamabeast
June 6th, 2009, 04:10 PM
Oh right, yes, whoops. Hang on and I'll reupload the mod.

llamabeast
June 6th, 2009, 04:13 PM
Okay, I think I've fixed it, try again.

Meglobob
June 6th, 2009, 06:36 PM
Okay, I think I've fixed it, try again.

Yep, working ok now as the chaos mage. I think I have been able to have the same pretender as before but 1 less path in W for some reason. Wierd but there you go...:)

llamabeast
June 6th, 2009, 06:43 PM
Great.

If anyone has any spare time it might be worth PMing all the players to ask them to remake and resubmit their pretenders.

Meglobob
June 6th, 2009, 07:03 PM
Great.

If anyone has any spare time it might be worth PMing all the players to ask them to remake and resubmit their pretenders.


Ok, done it. Only strabo I could not PM, as he does not want any apparently.

Hopefully most people will get there pretenders in by the end of Sunday, if we are lucky.

llamabeast
June 7th, 2009, 05:00 AM
Awesome, thanks Meglo!

Fakeymcfake
June 7th, 2009, 12:48 PM
I'm getting an error message whenever I try to create a pretender. I get to the point where I have to pick an age and I get an error message saying "name2spell: no such spell" and then the game shuts down.

Gregstrom
June 7th, 2009, 12:55 PM
You may need to check which mods you have enabled, as I didn't get theis problem.

Fakeymcfake
June 7th, 2009, 01:41 PM
Ah, found the issue, thanks.

Gregstrom
June 8th, 2009, 10:22 AM
Still only 9/12 pretenders submitted. I'll put up a post for subs now, and formally accept any volunteers in a couple of days' time, to give existing sign-ups a fair chance to get pretenders in.

If nothing has happened after said couple of days, I think I'll just kick things off. I don't think it's reasonable to keep waiting indefinitely for people to resubmit pretenders.

Gregstrom
June 8th, 2009, 10:42 AM
Ooh, 10/12 pretenders. Great.

Executor
June 8th, 2009, 10:52 AM
Did you send in this time, or should we replace you? :)

Gregstrom
June 8th, 2009, 11:34 AM
I got in as no. 6 this time :D

llamabeast
June 8th, 2009, 12:21 PM
So far as I can make out, Ermor and Oceania didn't submit pretenders the first time round either. Is that possible?

So far as I know I don't have their e-mail addresses. I guess you could try PMing them again.

Gregstrom
June 8th, 2009, 12:25 PM
We had a full set of 12 when the first game auto-started. I was last to submit, and 11 pretenders were in place at the point I submitted.

llamabeast
June 8th, 2009, 01:24 PM
D'oh!

Sorry, I am making a lot of noobish errors lately. I did know that, but I looked at the list of e-mail addresses and they weren't there... being a fool I was checking the new list of submitted pretenders rather than the old one!

llamabeast
June 8th, 2009, 01:27 PM
Okay, I've e-mailed them.

Gregstrom
June 10th, 2009, 09:05 AM
And only one player left to come in now. Yay. As we've been waiting the requisite couple of days, I'll be kicking off the game in a couple of hours.

Executor
June 10th, 2009, 01:24 PM
Start the game, almost one month has passed and we and yet to begin!

Gregstrom
June 10th, 2009, 01:56 PM
Agreed. Check your emails, everybody!

Burnsaber
June 10th, 2009, 02:24 PM
But alas, 2 pretenders are corrupted!

When will this madness never end? Why must everything pure and joyful get desecrated in this cruel world?

When will this game be made manifest?

Or shall it just be like a dream, fleeting, always so close at grasp but far away like the dimmest star?

EDIT: I'm somewhat upset. Because of the damned profanity filters on these forums, I need to channel my anger in a more creative way.

llamabeast
June 10th, 2009, 03:43 PM
Yeargh! I wonder why. I have no idea how to check though.

Corrupted pretender people, could you PM me your pretender designs and I will try to reproduce/avoid the error.

llamabeast
June 10th, 2009, 03:44 PM
Yeargh! I wonder why. I have no idea how to check though.

Corrupted pretender people, could you PM me your pretender designs and I will try to reproduce/avoid the error.

Gregstrom
June 10th, 2009, 03:49 PM
Hokay. If someone could tell me (or a neutral volunteer, if anyone's worried about giving away critical information) which pretender chassis were getting the error (I won't need to know paths or scales etc.), I'll look in the mod file and see if there are any obvious problems.

AAAAARRRRGGGHHH!

Edit: Ninja'd - dammit! But as llamabeast is a neutral party, he's probably a better choice of volunteer.

llamabeast
June 10th, 2009, 05:55 PM
Oh actually, no need for PMs, I used the marvellous catgod to just look at the files for me.

And I think I've hopefully solved it...

llamabeast
June 10th, 2009, 05:57 PM
Hooray! Win!

That was entirely my fault I'm afraid. I managed to introduce a typo into the server's version of the mod. D'oh! I'm rather afraid I've managed to combine a good amount of effort with really quite a lot of incompetence on this game - sorry everyone for the delays. Anyway, now we are hopefully rolling.

Executor
June 10th, 2009, 06:01 PM
Hope we hit at least hit turn 20 before the game crashes! :)

Might I just add that I like my start place very much and I curse anyone that tries to restart this game again!!!!!

tgbob
June 11th, 2009, 05:42 AM
I could use a restart, there's not enough water next to me!

Goodchild
June 11th, 2009, 06:18 PM
When I opened my first turn it said my Black Dragon was too powerful and that they reduced his power. I now have a magic less Arch-Mage. :\

llamabeast
June 11th, 2009, 07:00 PM
Are you sure you opened the most recent restart Goodchild? I think you've got the one before last.

Goodchild
June 11th, 2009, 07:03 PM
Apologies, you are correct llamabeast. Gmail had merged both of those restarts into one mail heading and it had confused me. I tried the other and all is well, thanks.

Alpine Joe
June 12th, 2009, 04:23 PM
I have not received the second turn for Unsanity and I just got the 6 hour warning email! What should I do in this situation? I don't particularly want to stale, but that may be my only option in this situation.

Burnsaber
June 12th, 2009, 04:35 PM
I have not received the second turn for Unsanity and I just got the 6 hour warning email! What should I do in this situation? I don't particularly want to stale, but that may be my only option in this situation.

According to the llamaserver page, you haven't sent in your first turn.

http://www.llamaserver.net/gameinfo.cgi?game=Unsanity

Re-send the 1st turn I guess?

Gregstrom
June 12th, 2009, 05:12 PM
You'll need to download the replacement first turn you were sent (if you haven't already), then generate a 2h file from that and send it in.

I'll put 8 hours on the clock.

Alpine Joe
June 12th, 2009, 09:45 PM
Okay i hadn't known about the restart. I got everything now, thanks for the help guys.

Meglobob
June 13th, 2009, 05:24 AM
Okay i hadn't known about the restart. I got everything now, thanks for the help guys.

I did PM you a week ago about it!

You where the only player not to get a confirmation on the PM, so I guess you never checked your PMs.

Always a good idea to check your PMs every couple of days, only takes a minute. Helps with diplomacy in MP too.

Glad you got your 1st turn in.:)

Executor
June 15th, 2009, 11:52 AM
Oh come on!!! Is this amount of bad luck even possible?

All right, who put the hex on me?

Gregstrom
June 15th, 2009, 03:11 PM
It's good to know that the black cockerel didn't die in vain :D

Executor
June 16th, 2009, 09:39 AM
Hell NO! That did not just happen again.

A little insight up to turn 5, I don't care about disclosing my affairs.

Turn 2.
My awe, ethereal, high HP, extremly high protection pretender dies to a hand full of cavalry.
The very first strike makes a critical hit of 25 damage, even with my awe and high defense and eternalness and gives him a chest would of +5enc. Next round of fighting my pretender misses even with his high attack life drain weapon. Next round he misses again and by this time his enc is over 20, lowering his defense a lot. Than come 3 hits in a row, even besides my awe and eternalness and very high protection and take what's left of his HP. Pretender killed by 10 cavalry, 5 were horse brothers.
Still turn two, unrest event in my capital.

Turn 3.
Unrest even in the one province I captured. Lack of money prevents me from buying a mage or priest to bring back my pretender or buy any real troops, so I buy Bulerk City guard.

Turn 4.
Unrest in my capital again. Again, only one province captured, Bulek City guard died to 5 horse brother which killed the commander with a single arrow. Still lack of money for troops or priest to bring back pretender.

Turn 5.
Unrest in my capital , AGAIN, and also in my highest income province besides my capital.

Can't wait what to see what turn 6 brings. Wouldn't be surprised if Kurgi attacked me right about now.

Gregstrom
June 16th, 2009, 11:26 AM
You have my sympathy - that's awful luck. You're still probably doing better than I am though, so my sympathy is limited.

Meglobob
June 16th, 2009, 03:53 PM
Wow! That's bad luck Executor.

I take it you have misfortune scales? Although that in no way explains those unlucky DRN rolls in battle.

Executor
June 16th, 2009, 04:08 PM
My only regret is not taking misfortune 3, I can't possibly imagine anything else going wrong.

Fakeymcfake
June 17th, 2009, 01:31 AM
My only regret is not taking misfortune 3, I can't possibly imagine anything else going wrong.

Suddenly your cap is overrun by knights.

Fakeymcfake
June 19th, 2009, 04:58 AM
I'm going to need to delay not this turn but the next one as I'll be away for the weekend. Sometime midday EST monday should work for me.

Alpine Joe
June 19th, 2009, 08:17 AM
Actually I could use a 12 hour delay on this turn, in case that doesn't overlap with fakey. Is that doable?

Gregstrom
June 19th, 2009, 02:04 PM
I've put 12h on this turn, and I'll put 36h on the next one. I think that should cover it.

tgbob
June 20th, 2009, 05:12 AM
Damn it Jotunheim! Why did you take Senior Cuddle Bottom's toys?! Now he is in the corner, weeping. Do you have any idea how many people have been driven insane by his weeping?

Meglobob
June 20th, 2009, 02:11 PM
On the plus side Froste loves his new sword...:)

Btw glad to see everyone (who I have seen) has taken one of the new pretender types.

Executor
June 22nd, 2009, 09:09 PM
Finally, my luck has changed to the better, well almost, it's sad when you get a highly improbable lucky event that gets useless after a highly improbable unlucky event.

Arco is buying boots of youth or the crystal heart or... the chalice... the Ankh? or any other item that can prevent a mage from dying. :(
We will also gladly accept aid in the amount of 90 death gems to empower to death and cast twiceborn.

Meglobob
June 24th, 2009, 03:04 AM
Oceania don't have much faith in there god at the moment, with a dominion of 12!

Did you start with Dom 1? Dom kill anyone?

Build temples, quick, Oceania.

tgbob
June 24th, 2009, 04:05 AM
Looks like the Great Underwater War will start soonish!

llamabeast
June 24th, 2009, 04:21 AM
How are people finding all the mods?

tgbob
June 24th, 2009, 04:43 AM
I summoned one of the new summons, I was unimpressed. I was bemused when an indie priest spammed faith healing during a fight. Then my pretender ate his brains.

I do like all the H spells though, finally something to do with priests! And the nasty nasty special sites. Oh! And those random indie attacks. Bogarus is a sissy compared to some of the ones I've been hit with. This is all in a single player game of course.

Meglobob
June 24th, 2009, 02:59 PM
How are people finding all the mods?

All working well so far but still early turn 12.

Mainly coming across the new sites so far, which are interesting, most seem to just add flavour but nothing to gameplay. Got a couple of interesting ones in this and a identical SP game, which give a few extra options but are very balanced.

Still mainly just casting the early level holy spells so far which are okay but nothing spectecular. I am sure there is alot more fun to come.

A little concerned about the low VPs thou, 6 out of 18 is not alot and do the underwater ones still count as double?

Gregstrom
June 24th, 2009, 04:00 PM
They do. 6 of 18 is what the map recommends, but if it means the game is over quickly I'll cheerfully host a rematch with higher VP settings.

The new holy sites seem easier to find than others, but maybe that's because I was more actively searching for them. They're an interesting source of non-capital sacreds, too. I think Holy War definitely increases the value of taking even a couple of minor blesses, and may add noticeably to the power of nations taking a major bless strategy.

Gregstrom
June 24th, 2009, 04:06 PM
Addendum:

I'll be interested in seeing the Mytheology pretender evaluations - I'm not quite so sure about the Mytheology spells, but I haven't really used them in anger yet. The pretenders might be reasonably balanced, with any luck.

I have high hopes of CPCS and the Site Mod - more later.

Burnsaber
June 24th, 2009, 08:08 PM
I can understand if people don't want to be too elaborate about feedback at this moment, since the game is on, but once one gets eliminated, I'd be absolutely delighted to hear more detailed feedback.

All for the improvement of these mods.

Executor
June 24th, 2009, 08:16 PM
No comments about the mods so far, but I do have one question,
Is there any point making a rush to construction 8 since all the uniques seem to be in those special provinces?

tgbob
June 25th, 2009, 01:04 AM
There's still a bunch of artifacts that aren't held by indie specials. They range from great to okay.

tgbob
June 25th, 2009, 12:28 PM
The Great Underwater Fight has started!

Since ancient times, Fish has sought to conquer his fellow Fish. The march of civilization has done little to quell this need. Pretenders have outlawed violence at their own peril. Since the last Pantokrator, we have brought fish together to fight like Gentlefish: with knuckles, claws, and wits. Three days, three acres, three thousand fish. Only one will win The Great Underwater Fight.

Alright, Atlantis and I don't really have three thousand fish, and a single province is probably bigger than three acres and a single turn is like what, a month? But it's still a fight!

Alpine Joe
June 25th, 2009, 02:15 PM
Could I get a 24 hour delay on this turn? I'm having some computer trouble and can't make the mods work right on my backup computer. A day should give me enough time to sort it out. If that's too long of a delay, i'll just weather the stale.

Gregstrom
June 25th, 2009, 03:07 PM
I've slapped on a postponement, as it's not really fair to force a stale on you for having computer problems. Best of luck sorting the problem.

Alpine Joe
June 26th, 2009, 11:36 AM
I've slapped on a postponement, as it's not really fair to force a stale on you for having computer problems. Best of luck sorting the problem.

Thanks Greg. I foresee having my comp fixed and my turn in in a few a hours. Sorry for holding up the game!

Strabo
June 27th, 2009, 12:10 AM
The Great Underwater war is coming!

But Atlantian fishes are so scared...

Executor
June 29th, 2009, 08:21 PM
An unfortunate stale but not too much harm done.
Oceania, may that be a lesson for what happens if you dare invade my Empire.

Gregstrom
July 1st, 2009, 02:01 AM
I may not have any underwater scouts, but the war for the seas still looks to be going apace.

Executor
July 5th, 2009, 07:13 PM
Where are all the sites? With gems????????????????

Meglobob
July 5th, 2009, 09:24 PM
Where are all the sites? With gems????????????????

Underneath those big indie armies!

Not much point site searching for the pitiful 1 gem site you find every now and again!

Gregstrom
July 6th, 2009, 01:51 AM
I think this is related to Holy War. Each interesting temple site = 1 less gem site. There seem to be quite a few temple sites around, according to my priests.

Gregstrom
July 6th, 2009, 04:45 AM
Bother - I've found a couple of bugs with the mod. One looks like a minor mixup by the merge script (but isn't - turns out llamabeast's perl script was probably hit by GIGO), and while I was tracking that I noticed a second unrelated issue. Neither's a gamebreaker, but the second might inconvenience a couple of (otherwise rather lucky, from the looks of it) people at some point. A fix will follow confirmation by the original modder of exactly how much needs fixing - the issue does not currently affect me in this game and cannot advantage anyone, so I see no need to delay turn generation pending a fix.

tgbob
July 6th, 2009, 06:53 AM
For anyone paying attention, you'll note that R'lyeh lost the battle against Atlantis. But it was a morale victory for the star dreamers because we proved how damn amazing the mods are.

Holy light! It blinds everything! Including 480hp Squiddy pretender! Especially when you spam it! Shame Crushing Pressure is poo.

Fakeymcfake
July 6th, 2009, 12:48 PM
Going to need a delay until midday thursday as I'm moving. Probably won't need that long but with moving who knows.

Gregstrom
July 6th, 2009, 04:06 PM
Shall do. I'll put 72 hours on the clock once this turn has generated.

Gregstrom
July 6th, 2009, 04:08 PM
I think I need to post for a sub/AI for Oceania, come to think of it.

Executor
July 6th, 2009, 04:19 PM
That's probably a good idea, however their position is fruitless at this point, and a big dark storm is coming from the coast.

Gregstrom
July 6th, 2009, 04:46 PM
Going AI would be fine, and better than staling out.

Hadrian_II
July 7th, 2009, 07:13 AM
ok, i have taken over oceania, and if there are no objections, i will play them for a few turns instead of setting them to AI directly.

llamabeast
July 7th, 2009, 07:24 AM
What's GIGO?

Burnsaber
July 7th, 2009, 07:41 AM
For anyone paying attention, you'll note that R'lyeh lost the battle against Atlantis. But it was a morale victory for the star dreamers because we proved how damn amazing the mods are.

Holy light! It blinds everything! Including 480hp Squiddy pretender! Especially when you spam it! Shame Crushing Pressure is poo.

Yeah, I was also thinking of upping Crushing Pressure (perhaps taking away the "Frighten" effect and upping the damage). Water deserves to get some nice UW spells, since you know, it's water magic. What proved to be problematic about it?

But glad to hear that Divine Light worked out for you, althought it's just one of the level 3 niche spells. Now I'm just waiting for someone to lose a Tartarian to a "Hand of Judgement" :D .

tgbob
July 7th, 2009, 12:06 PM
I think the 50 fatigue on Crushing Pressure is a bit much for a underwater only spell. I also didn't notice much of a Frighten effect on the dudes it was hitting.

Hand of Judgement would be NASTY if a Seraph or SC'ble sacred used it.

Gregstrom
July 7th, 2009, 06:26 PM
What's GIGO?

Garbage In, Garbage Out. The term is probably older than I am. There is what appears to be a typo in the mod, basically.

Fakeymcfake
July 8th, 2009, 11:10 PM
I'm going to AI, poor luck and a poor setup have killed me and it's just a slow decline from here as I'm at the losing end of a war. Also I found I really dislike Mid Agartha so I've no want to fight to the bitter end. Anyhow, luck to the rest of you except Shin who killed me.

Gregstrom
July 9th, 2009, 04:32 AM
Well, thanks for playing. It seems a shame though - barring the loss of a fort and army, your situation seems not too bad.

Gregstrom
July 9th, 2009, 06:08 PM
I found another bug in the mod file during an SP game. It gives a holy site the ability to recruit a SC chassis instead of a unique. As this is probably a Bad Thing, I'll post the fixed mod here. Llamabeast, could you post when you've updated this on the server so we know when to put it in place on our own copies of Dom3?

llamabeast
July 9th, 2009, 08:21 PM
Done.

Fakeymcfake
July 9th, 2009, 11:15 PM
Well it was my only army and my army production was supposed to be based on summonable troops by this point. Unfortunately this map seems devoid of earth sites so I would just be stringing along the fight until I was crushed.

Gregstrom
July 10th, 2009, 02:05 AM
That is really unfortunate - gem distribution has been rather eccentric this time.

Burnsaber
July 10th, 2009, 02:15 AM
It might have something to do with the Holy Sites in Holy War. They might be distributed a bit too thick (ideal would 1 per 4 provinces), but we'll see that more clearly later once more sites are found. My searchers have proven fruitful, anyhows, not that many holy sites in my vicinity.

If you have anything to report about CPCS or Holy War, would you mind posting your concerns in the appropiate threads (see signature for links)

Gregstrom
July 10th, 2009, 04:07 AM
What signature? :D

Burnsaber
July 10th, 2009, 04:55 AM
This signature, of course.

I'd have my eyes checked if I were you.

Gregstrom
July 10th, 2009, 05:03 AM
Ohh, that signature.

(cleans glasses)

What a nice signature it is, too. All muscular and hairy. It makes mine look somehow inadequate.

Executor
July 10th, 2009, 08:05 PM
Hehehe, my favorite kind of kill...

Executor
July 11th, 2009, 12:36 PM
The treacherous nation of Shinuyama has violated the non aggression pact with Arcoscephale.
This will be considered a declaration of war.
Any nation bordering Shinuyama will be given a compensation upon entering war with the backstabbing demons.
Contact us for military information and the bounty on the demons.

Gregstrom
July 13th, 2009, 02:53 AM
We're pushing for turn 30, and we're still on a 24h schedule - that's pretty good.

As a note, I'll go to 48 hour hosting as and when public demand dictates.

Executor
July 16th, 2009, 03:45 PM
Could you delay the game until I find a sub?

Gregstrom
July 16th, 2009, 04:24 PM
I shall do. Top post has been amended to note that a sub will be wanted.

Executor
July 17th, 2009, 03:10 PM
Gregstorm, Baalz is willing to sub, I've sent you his e-mail.

If you could just postpone the game some more so he can get familiar with the nation!

Gregstrom
July 17th, 2009, 06:31 PM
It has been done. I'd like to be the first to say "ZOMG!! Wezez orl d00mz0rd!!!11!1"

Welcome to Unsanity, Baalz. I hope you enjoy it.

Meglobob
July 18th, 2009, 03:55 PM
We Jotuns have 13A gems, its all we have, you can have them all in exchange for one pair of flying boots. PM me.

Welcome Baalz! Try not to make war war with me, like you usually do!:)

Baalz
July 21st, 2009, 10:27 AM
Oh man, that was one of my all time favorite fights. Wasn't 100% sure exactly how effective that tactic would be, but it goes down in my permanent playbook now. :) Sometimes subbing stinks because you have to live with the choices the previous player made (not that they're necessarily bad, just not what you would have picked). Sometimes living with those choices and stepping into almost immediate fighting means you have to get creative. I'll try to write up an AAR tonight, good stuff.

PS I don't know why people pick misfortune so much. In the 4 (5?) turns I've taken so far I've lost 5 provinces to indie attacks, a temple, and bogus in sieging one of my castles. :/

Executor
July 21st, 2009, 11:55 AM
I took misfortune because of the astrologers and I really wanted an awake SC, it's not really an ordinary game with the usual pretender builds with all those mods and felt a desire to pick the pretender I did.

Baalz
July 21st, 2009, 01:45 PM
Oh yeah, I wasn't so much complaining about your picks, just lamenting the fact that 9 out of 10 times I sub I pick up misfortune-2 scales which I very rarely pick myself. Personal preference I guess, but I guess that's a discussion for elsewhere.

Burnsaber
July 23rd, 2009, 11:45 AM
Gregstorm, is "Rocky the Slab" for your certain holy site recruit a randomly generated name? If so, that's just absurdely rediciliosly appropiate. But if you named him that way.. that's just absolutely profane. I mean Rocky*? Does it have the lyrics for the "Eye of the Tiger" written on it or something?

* If you find my pet peeve ridicilious, you should consider the fact that I just sat through a Rocky - movie marathon.

There's just too many coincidences these days. You sure you ain't stalking me Greg?

Burnsaber
July 23rd, 2009, 11:57 AM
Also, Caelum is in need of Earth gems. Can offer death or air or nature in exchange.

Gregstrom
July 23rd, 2009, 02:00 PM
Gregstorm, is "Rocky the Slab" for your certain holy site recruit a randomly generated name? If so, that's just absurdely rediciliosly appropiate. But if you named him that way.. that's just absolutely profane. I mean Rocky*? Does it have the lyrics for the "Eye of the Tiger" written on it or something?

* If you find my pet peeve ridicilious, you should consider the fact that I just sat through a Rocky - movie marathon.

There's just too many coincidences these days. You sure you ain't stalking me Greg?

Okay, I'm going to have to go for the 'absolutely profane' option here. To be fair, I did name him some time before your Rocky-thon took place. As to the nature of the writings... the idea of a religion whose sacred writings were the lyrics of 'eye of the tiger' just makes me grin. So I think that must be the case.

And yes, I am stalking you. If you look over your left shoulder quickly enough, you might just catch me at it. :evil:

Burnsaber
July 23rd, 2009, 02:15 PM
As to the nature of the writings... the idea of a religion whose sacred writings were the lyrics of 'eye of the tiger' just makes me grin. So I think that must be the case.


Actually, now that I think about it, that'd be pretty funny. I don't what kind of doctrines that religion would have, but they'd probably fight a *lot*.

Heh, perhaps I should do new holy site to holy war based on that.*


*Or not..

Gregstrom
July 23rd, 2009, 02:47 PM
#newmonster 9999
#name "Eye of the Tiger"

#descr "The Eye of the Tiger is back on the street, and it's looking for the cream of the fight. Rival Pretenders have appeared and it's rising up to their challenge."
#ap 12
#mapmove 3
#hp 30
#prot 8 --It's hangin' tough.
#size 3
#str 16
#enc 2
#att 18
#def 14
#prec 14
#mr 18
#mor 30 --It has a will to survive.
#gcost 10
#rcost 1
#nametype 123
#okleader
#animal --It's the eye of the tiger.
#forestsurvival --It's a jungle out there...
#flying --Floats like a butterfly
#awe 3 --It's got a passion for glory.
#luck --It took its chances
#startage 22
#maxage 70
#weapon "Fist"
#weapon "Stinger" --Stings like a bee.
#end

Sombre
July 24th, 2009, 05:54 AM
There's no #luck command.

Gregstrom
July 24th, 2009, 06:36 AM
Bother. That'll be a #onebattlespell then. Serves me right for pretending I know how to mod.

Gregstrom
July 25th, 2009, 02:25 AM
I've had a request to move the game on to 48h hosting, which I'm inclined to grant. I've put on a 24h postponement to allow a little time for discussion, but if I don't hear strenuous objection I'll go ahead and extend the host time.

The game has been going for 38 turns now at a 24h schedule, and no-one has bailed to AI or staled out. Congratulations to the lot of you - it's a pretty stellar achievement!

Meglobob
July 27th, 2009, 08:25 AM
BFGs - Big Friendly Giants (Jotuns) would like some Earth/Fire gems. I have Death/Nature/Water to trade in return or perhaps you would like me to forge something for you (upto construction 6). I am looking for 20E gems and 10F gems. PM me with offers if interested!

Btw everyone liked the Dergoth Exile pretender, didn't they? So far 3 nations I have seen choose them as there gods and rotton, nasty, tough, mothers they are too...

Alpine Joe
July 27th, 2009, 09:12 AM
BFGs - Big Friendly Giants (Jotuns) would like some Earth/Fire gems. I have Death/Nature/Water to trade in return or perhaps you would like me to forge something for you (upto construction 6). I am looking for 20E gems and 10F gems. PM me with offers if interested!

Btw everyone liked the Dergoth Exile pretender, didn't they? So far 3 nations I have seen choose them as there gods and rotton, nasty, tough, mothers they are too...


Jotunheim is not a friendly nation don't believe his lies.

MA man is trying to desperately hold off Jotunheim's aggression, and needs gold. We offer Death/nature/astral gems in exchange.

Meglobob
July 27th, 2009, 11:19 AM
BFGs - Big Friendly Giants (Jotuns) would like some Earth/Fire gems. I have Death/Nature/Water to trade in return or perhaps you would like me to forge something for you (upto construction 6). I am looking for 20E gems and 10F gems. PM me with offers if interested!

Btw everyone liked the Dergoth Exile pretender, didn't they? So far 3 nations I have seen choose them as there gods and rotton, nasty, tough, mothers they are too...


Jotunheim is not a friendly nation don't believe his lies.

MA man is trying to desperately hold off Jotunheim's aggression, and needs gold. We offer Death/nature/astral gems in exchange.

Ok, I'll come clean, BFG's to everyone except Man! Happy now?:D

Alpine Joe
July 27th, 2009, 04:25 PM
I'd be happier if there were no lesser horrors in this game:)

Gregstrom
July 30th, 2009, 04:15 AM
Advance notice: I'm going to put a 48h extension on next turn, as I'm going to a wedding.

Gregstrom
August 3rd, 2009, 07:25 AM
Okay, I'm back and awaiting the next turn. Things are getting interesting out there.