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View Full Version : [problem solved!] the Ogre Kingdoms mod has suddenly collapsed in my game--any ideas?


Bananadine
August 4th, 2009, 11:30 PM
BandarLover is playing as Ogre Kingdoms (version 0.7) in the LlamaServer game Redwich. He reports:

"Possible bug? My Ogre Butchers no longer have their national blood battle spells available to cast. And my gem/slave producing capital sites are all blank. And my sacreds are missing, along with my recruitable giant. Thoughts?"

Can you help??

Bananadine
August 4th, 2009, 11:31 PM
(We are using Skavenblight, Arga Dis, and CBM 1.5. I understood Gregstrom's research to indicate that there was no conflict amongst these mods.)

Gregstrom
August 5th, 2009, 01:35 AM
Well, if the game started out fine (and since it's turn 26, I guess it did) then I doubt it's a mod conflict. The first obvious question I can think of is: Has Bandarlover installed v0.8 recently?

Sombre
August 5th, 2009, 06:21 AM
Sounds like he has. The spells should reappear next turn iirc.

The sites he's lost for good as long as you're using 0.8 - so no sacreds, no giant.

Gregstrom
August 5th, 2009, 06:25 AM
Reading the game thread confirms this - he reinstalled 0.7 and all was well again.

I think including a version number in the #modname entry might prevent this problem, btw.

Bananadine
August 5th, 2009, 08:19 AM
Hooray, thanks!

Sombre
August 5th, 2009, 09:17 AM
Reading the game thread confirms this - he reinstalled 0.7 and all was well again.

I think including a version number in the #modname entry might prevent this problem, btw.

Would it? Seems more like it would either do nothing or make the problem even worse.

Gregstrom
August 5th, 2009, 04:02 PM
It does nothing. For some reason I thought Dom3 handled mods according to their #modname rather than filename. Oops.

Changing the filename of the .dm file with each release would work, though.

Sombre
August 5th, 2009, 04:27 PM
Could do. It's not the norm, but I guess the only reason why not is that sometimes updates can be applied fine without wrecking a game - in fact you potentially fix problems. Also it might get a bit confusing.

Gregstrom
August 5th, 2009, 05:16 PM
Could do. It's not the norm,


I guess not, but CBM uses it to good effect :D

chrispedersen
August 5th, 2009, 06:45 PM
I can't really follow this thread, but I can tell you this:

As long as the version number doesn't change, you can unload change, and load a mod during a game, and it will work. (This is what I had to do with UlmCivilWar).

Sombre
August 5th, 2009, 07:20 PM
Version number makes no difference. All that matters is the filename.

Sombre
August 5th, 2009, 07:20 PM
All Praise Filename.

Gregstrom
August 6th, 2009, 02:19 AM
Careful, the RNG will get jealous... and then the trouble will really start.