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Council of Modders - Moderators
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Everything posted by thamlett

  1. Scythetwirler: can you add me to the GitHub so I can have some edit privileges?
  2. Here is where you can submit your maps for MapPack.
  3. Greetings from the Council of Modders! As you may already know, the Council of Modders exists in order to put some organization behind different mods. We also have the benefit of being recognized by the staff from Wildfire Games. In an effort to make our mods as good as possible and to include the work of other people, we would like to include custom maps in our mods. Our idea is twofold, being: 1) That skilled mapmakers from among you be selected and asked to make exclusive maps for different mods 2) To conglomerate a large amount of custom maps into their own mod, known as MapPack. When the
  4. Nevermind, it was the RC (silly me) Problem Solved
  5. yes, they are different users: one is administrator one is not
  6. for some reason, the new release of Alpha whatever comes up clean in one user, but in another it comes up with this: any ideas? I already tried deleting the Applications Support folder out of the library.
  7. Wow. I totally forgot about that word (and after taking latin for years, I should remember it!)
  8. We'll cross this bridge when we come to it.
  9. @Lion Maybe another CoM project? If we iron out the details, maybe it can go along with the A17 release.
  10. Hi Sanguivorant, I understand how you feel about the naval games. I do too . About ship repairing: the benefit of repairing a ship is that you can do it anywhere. If you have run a naval blockade, you don't have to take a new ship out of the loose point in your enemy's blockade. And sometimes when you are all the way across the map, repairing really is a better option. Ships don't have an experience level (I think that they should). As for taking out enemy islands, try loading up a ship or two with champion units. When their health starts to get low, regarrison them in the ships. The ships wil
  11. The best way I have found to get Alpha 16 on various linux distros is to get SVN. Once you check it out, you can revert back to r15148 and it will be A16-compatible. (Alpha 16 for pc is r15145, but revisions 15146-8 give some performance benefits and still are compatible)
  12. Any thoughts on the name for Alpha 17? It should start with a Q, if I remember my alphabet correctly. (And no, this version cannot be dedicated to Quakenet, although they are very helpful )
  13. You'd be surpised at the time difference between training times. One unit may take 16 GS (game seconds) to train while another may take 8 (and if the game is running at double speed, that trims down to 4 seconds).
  14. that's great, Armin Yes, it would be nice if everything was maintained by WFG, but then again, we are short on manpower (heavily evidenced by the abscence of a mac version of A16 at the time of this post).
  15. good job, Auron2401, for replying the topic that the rest of us all missed . If I remember correctly, being able to rejoin totally depends on how the game feels (tough luck). You also get disconnected from the lobby if the ping times out (ie, a bad internet connection).
  16. so in other words, use a PC or Parallels or VirtualBox.
  17. Niek, I think we can leave this one open. REMINDER: After this Civilization proposal, please make all other Civilization proposals in the post linked to above. Thank you. And like Lion said, we need more info.
  18. They might come in later if we have enough time and willpower .
  19. May be useful in the implementation of ramming with the ships. I already use the women like slaves to work while the men fight.
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