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Search: Posts Made By: ckfnpku
Forum: Multiplayer & AARs January 5th, 2005, 01:23 PM
Replies: 152
Views: 27,562
Posted By ckfnpku
Forum: Multiplayer & AARs January 4th, 2005, 02:41 PM
Replies: 152
Views: 27,562
Posted By ckfnpku
Forum: Scenarios, Maps & Mods January 4th, 2005, 02:40 PM
Replies: 3
Views: 1,976
Posted By ckfnpku
Re: Spell related mods and possible bug

Is it possible to make items un-forgable too?
Forum: Multiplayer & AARs January 4th, 2005, 08:18 AM
Replies: 152
Views: 27,562
Posted By ckfnpku
Re: New(b) game: Borrowed time

New turn, nr 20.

Reverend, would you put the server to 48h qh.
Forum: Dominions 2: The Ascension Wars January 1st, 2005, 04:45 PM
Replies: 4
Views: 1,373
Posted By ckfnpku
Re: Patch 2.15

The exe needs to be named dom2.exe for it to be updated.
Forum: Dominions 2: The Ascension Wars December 31st, 2004, 01:39 PM
Replies: 4
Views: 1,373
Posted By ckfnpku
Re: Patch 2.15

You need to have a dom2.exe in the dom2 directory so that it can be updated.
Forum: Multiplayer & AARs December 30th, 2004, 05:09 AM
Replies: 271
Views: 43,671
Posted By ckfnpku
Re: Server Maintenance

New turn: turn 4.
Forum: Multiplayer & AARs December 27th, 2004, 07:17 PM
Replies: 271
Views: 43,671
Posted By ckfnpku
Re: SLOW!!!!

New turn.
Forum: Multiplayer & AARs December 23rd, 2004, 06:33 PM
Replies: 152
Views: 27,562
Posted By ckfnpku
Forum: Dominions 2: The Ascension Wars December 23rd, 2004, 05:41 PM
Replies: 78
Views: 10,833
Posted By ckfnpku
Re: Clam of Pearls??

Another way would be if the gems where tied to the item, so they couldn't be put in the lab. And perhaps the items could even be cursed, so they can't be moved around.
Forum: Dominions 2: The Ascension Wars December 23rd, 2004, 12:56 PM
Replies: 19
Views: 2,152
Posted By ckfnpku
Re: Power of Themes

I don't get why T'ien Ch'i is considered hopeless either. Seems like rigid thinking to me.
Forum: Multiplayer & AARs December 23rd, 2004, 10:31 AM
Replies: 152
Views: 27,562
Posted By ckfnpku
Re: New(b) game: Borrowed time

Yeah that's fine as well.
Forum: Multiplayer & AARs December 23rd, 2004, 08:51 AM
Replies: 152
Views: 27,562
Posted By ckfnpku
Re: New(b) game: Borrowed time

Reverend, would you set the game to 96h quickhost?

Everyone, feel free to do your turns daily anyways.
Forum: Scenarios, Maps & Mods December 22nd, 2004, 12:56 PM
Replies: 497
Views: 77,257
Posted By ckfnpku
Re: Conceptual Balance Series (Mod)

I like (the idea of) the scales in the faeron test mod used in some of Soapyfrogs games. I haven't played 3 turns with them yet, so I don't know how balanced they are, but they seem to keep the...
Forum: Multiplayer & AARs December 21st, 2004, 06:12 PM
Replies: 152
Views: 27,562
Posted By ckfnpku
Re: New(b) game: Borrowed time

I'm sorry. http://forum.shrapnelgames.com/images/smilies/frown.gif My mistake.
I didn't mean to imply you were slow. If the game is 24h quickhost, you may use 24h. No one can be required to do a...
Forum: Multiplayer & AARs December 21st, 2004, 04:54 PM
Replies: 152
Views: 27,562
Posted By ckfnpku
Re: New(b) game: Borrowed time

Hehe, new turn has been up 2 hours and only one player (Man) hasn't done his turn. That's speedy.
Forum: Dominions 2: The Ascension Wars December 21st, 2004, 02:39 PM
Replies: 8
Views: 1,703
Posted By ckfnpku
Re: A problem with Natarajans and their hands?

But don't they come in pairs anyways? So you have 2 hands that are one package and then when adding 2 more hands you add another package.
Forum: Multiplayer & AARs December 21st, 2004, 02:31 PM
Replies: 6
Views: 3,106
Posted By ckfnpku
Forum: Multiplayer & AARs December 20th, 2004, 08:50 PM
Replies: 152
Views: 27,562
Posted By ckfnpku
Re: New(b) game: Borrowed time

Sucky. That's a handsome pile of gold. http://forum.shrapnelgames.com/images/smilies/frown.gif

Our spaniard army wasn't obliterated at the recent demise at least. Bloody conjurers spamming imps...
Forum: Multiplayer & AARs December 20th, 2004, 05:05 AM
Replies: 271
Views: 43,671
Posted By ckfnpku
Re: Fools Lament III (modded) - Recruiting Now!

My 2.14 exe seems to be working. Says 2.14 at least. I've done a few turns with that exe.

Like 2-3 turns, and before round 10 in those games. So not a lot testing.
Forum: Multiplayer & AARs December 19th, 2004, 10:48 AM
Replies: 271
Views: 43,671
Posted By ckfnpku
Forum: Scenarios, Maps & Mods December 18th, 2004, 08:27 PM
Replies: 10
Views: 3,662
Posted By ckfnpku
Re: Modding command questions

I am looking into the #luckevents command myself since I get the impression it doesn't have any effect.
Anyways, Zen mentioned a 3 events per turn cap. Is there a cap?

And what is your experience...
Forum: Multiplayer & AARs December 18th, 2004, 10:42 AM
Replies: 271
Views: 43,671
Posted By ckfnpku
Re: Fools Lament III (modded) - Recruiting Now!

Another thing. With the powerful treelords in this mod, who Pangaea will snatch all of, it might be reasonable to remove one or two sites in the Pangaean lands.
Forum: Multiplayer & AARs December 18th, 2004, 10:32 AM
Replies: 271
Views: 43,671
Posted By ckfnpku
Re: Fools Lament III (modded) - Recruiting Now!

Also, it looks to me like the map is set to victorypoints with this command
#victorycondition 1 7
Forum: Multiplayer & AARs December 18th, 2004, 10:30 AM
Replies: 271
Views: 43,671
Posted By ckfnpku
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