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  #51  
Old October 27th, 2008, 11:24 AM

chrispedersen chrispedersen is offline
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Default Re: Single Age mod

Quote:
Originally Posted by Gandalf Parker View Post
Wow Im getting around to updating my stuff and find that Slobby has done this one quite well.
http://www.shrapnelcommunity.com/thr...?Number=611021

Thanks Slobby.

Now I wonder what I should update next.
http://www.dom3minions.com/downloads.htm
Hey guys..

I download the mod and extract it into mods. I enable it.. and when I start the game it still says.. single age mod.dm must be enabled.

Help?
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  #52  
Old October 27th, 2008, 05:28 PM
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Default Re: Single Age

Go the mods directory and see if the .dm file is within a folder within the mods folder. If it is, copy the .dm file and paste the copy within the mods folder. Then delete the folder containing the .dm file.
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  #53  
Old October 27th, 2008, 06:40 PM
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Default Re: Single Age mod

The issue is that llamaserver is using single age mod (aka singleagecomplete), it's the same mod llama just used a different name, which i believe he will be correcting in the future. All you have to do in the interim is rename singleagecomplete to single age mod.
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  #54  
Old May 19th, 2009, 01:09 AM

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Default Re: Single Age

I was thinking about that putting EA and LA nations in the same age have a slight balance problem with starting gem income, late game nations getting only 4 versus 6 of EA ones.

IMO the gem income of MA/LA nations should be brought up to EA level.
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  #55  
Old May 19th, 2009, 04:44 AM

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Default Re: Single Age

That's what I'm planning to do in my Enhanced Gameplay Mod. But it may be better to be in that mod.
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  #56  
Old May 19th, 2009, 02:50 PM
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Default Re: Single Age

I believe that the concept is that magic is more prevalent in the early age and kindof waters down in later ages.

In any case, I wouldnt add it to the SingleAge mod which seeks to only fill one purpose, and lets other mods handle the rest. There really isnt much reason to try and put everything into a single mod.

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  #57  
Old May 19th, 2009, 06:19 PM
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Default Re: Single Age

This mod has been super useful for me as I build my "base" mod where I shift the nations I like into one age, fiddle with scales and make other non nation specific changes. It's the only place I have been able to find the descriptions to copy paste to the nations I shift. I don't plan to move all the nations, just the unique ones and this mod has made some of the leg work a lot easier. So thanks !
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  #58  
Old May 1st, 2012, 01:55 PM

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Default Re: Single Age

Gandalf Master: we need your help!
This mod making game crash when used together with conceptual balance 1.92 mod. Can you do something?

edit: now working, i switched on and off my mods few times and looks ok now
forgive me for alert

Last edited by majama; May 1st, 2012 at 02:18 PM..
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  #59  
Old May 1st, 2012, 03:58 PM
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Default Re: Single Age

I always get a touch of satisfaction that one of my mods is still one of the most popular ones out there.
Even if it did make Johan shake his head like most of my stuff does

Actually I have had some concerns about some crash reports.
Do you know if you were using my original mod? or Slobbys updated one with descriptions? Or LLamas version off of his server that has his wonderful banners mod included?
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  #60  
Old May 1st, 2012, 05:29 PM

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Default Re: Single Age

finally i meet crash again and i withdrawed from using magic sites mod, it was probably the reason why game crashing with new CBmod 1.92
CB 1.92 dont likes magic sites mod

Next thing which i meet today is unespected bug in semi random additions to big random map, must exist any conflicts semirandom generated units with CB 1.92. Error closing game with info: "addbodyguards:bad osq"
This was first map with this bug, another created today map had no errors.

edit: i using probably original "single age mod" no races description here (but i repeat: problems are gone after turn off magic sites mod, single age is innocent, i think)
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