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December 16th, 2004, 06:15 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Patch \'n mod
You would need to copy your dom2.exe, rename the copy to dom214.exe (or anything really), and apply the patch. Only the original dom2.exe will be patched to 2.15, while the copy will stay on 2.14.
You will have to make sure you use the correct executable when playing the game though. The only problems while using the wrong Version should be bogus battle reports; the keyword here is should.
Hmm, the patch modifies (or adds) a file called army9.trs, though it looks like it does not affect Dom 2.14. I am not sure if it was present before 2.15, or if it has been added by this patch. If it is the latter, it will be fine, but there might be a problem or two otherwise. My guess is that this file is used to add some descriptions for the units of Oceania, as a few units of the nation are without description when playing the mod under 2.14. That is, however, a mere guess, so don't sue me if something goes wrong (of course, praise is welcomed if I am right). 
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December 16th, 2004, 06:17 PM
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Re: Patch \'n mod
Hmm, how do I activate the oceania mod, I went into mods it wasnt there, but I saw when creating an alantian god, that under atlantis was special themes-oceana, but at the part where u change dominion I selected special, but the oceana did not come up.
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December 16th, 2004, 06:21 PM
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Join Date: Sep 2003
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Re: Patch \'n mod
You will have to download the Oceania mod from Shrapnel download page, extract its contents to your mods directory, and select the Oceania mod before creating a Pretender. Once you have started a game with this mod, it will be automatically switched on when you play this particular game.
Oceania does not seem to be available under the special themes of Atlantis (unless I badly need to have my eyes checked), and instead replaces the whole nation.
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December 16th, 2004, 06:48 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Patch \'n mod
Quote:
Alneyan said:
...
Hmm, the patch modifies (or adds) a file called army9.trs, though it looks like it does not affect Dom 2.14. I am not sure if it was present before 2.15, or if it has been added by this patch. If it is the latter, it will be fine, but there might be a problem or two otherwise. My guess is that this file is used to add some descriptions for the units of Oceania, as a few units of the nation are without description when playing the mod under 2.14. That is, however, a mere guess, so don't sue me if something goes wrong (of course, praise is welcomed if I am right).
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army9.trs was there in 2.14 too.
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December 16th, 2004, 06:52 PM
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Join Date: Sep 2003
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Re: Patch \'n mod
I will toy a bit with the 2.14 army9 file then. It seems to be working fine with the new one, but "seems" is not quite the same thing as "is". My theory mostly rests on the mention on the patch history about making Dominions able to run the Oceania mod (which does not exactly work under 2.14), but that remains an assumption.
Legacyspy, the link to download the Oceania mod is right below the links for the various patchs, and above the list of all the changes. Maybe your browser has not loaded the most recent Version of the page? At any rate, the direct download link is here .
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December 16th, 2004, 06:57 PM
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Re: Patch \'n mod
Thanks alot.
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December 16th, 2004, 07:01 PM
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General
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Join Date: Sep 2003
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Re: Patch \'n mod
It looks like the army9 file from 2.14 is exactly the same as the one in 2.15, so making one exe for each Version of the game should work out; and my theory about this file was incidentally quite wrong.
Edit: An uw snowfall was, I think, a snowfall happening underwater.
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December 16th, 2004, 07:33 PM
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Lieutenant General
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Join Date: May 2004
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Re: Patch \'n mod
Congratulations , Illwinter . The different sprites above and underwater , changed magic etc. are all imo very creative . And i like the flair of Oceania as well  .
I have now though 1 worry :
How can Ryleh or Atlantis win against Oceania in earlygame ?
Most maps have only 1 ocean so even if you play orania e.g. with one player Ryleh and the other Oceania at about turn 10-20 both will meet .
Then if e.g. Oceania just took a f9 blessing and built some knights of the deeps and attacks asap how can Ryleh defend against that ?
And all Oceania troops are flying . But no way to stop them underwater . So even 25 PD will give huge trouble to a Ryleh earlygame army .
So you could just attack , buy 30 Pd in the conquered province and advance .
Then in about 5-10 turns you will have wiped out Ryleh no matter how well he plays .
Against the "common" Oceania troops Ryleh could probably defend more bad as good but at least defend by a combo meteorite guards , shambler tralls , crab hybrids and illithid soldiers .
But against e.g. F9 blessed Knights of the Deep he will be screwed no matter what he does . With the limited God Choices underwater Ryleh even can't do a good SC God .
Finally Oceania can make good thugs very early out of the Triton princes .
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December 16th, 2004, 07:52 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Patch \'n mod
Oceania is designed for dom3 as a separate nation. Oceania is supposed to be somewhat stronger under water than the other two nations.
> How can Ryleh or Atlantis win against Oceania in earlygame ?
By being 2 vs one. This is of course not possible in dom2. So you'll have to come up with another solution. A big sea perhaps. You like huge maps IIRC. Two different seas? Poisoned weapons if you play atlantis vs oceania (it is not too difficult to replace R'lyeh instead of Atlantis).
Mind bLast vs knights perhaps. Tritons of your own with poisoned weapons. Loboguards. I dunno. Leave the sea. Get mindburn or paralyze.
Hmm, f9 blessing should not work under water. Burning weapons feels a bit out of place under water.
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