Incompatible Mods?

Ogaburan

Warlord
Joined
Sep 11, 2008
Messages
211
Location
Laanisport
Im trying to run a few mods together... and it seems none of them work.

First does the clock work for ANYONE? It dosent work for me, nor 2 of my friends.

I am having great difficulties patching up mods to work well together....

Im trying to make a marathon game that will work with the "speed" up for buildings (Thats a mod that creates the special more-marathon) with 25 hit point units with harder barbarians that have no xp cap that ends on the modern age. And with the balanced food & Production mods.

Now i have NO ideas which one of them works or not.
One game i start i have a unit with 25 HP, the other game i don't...
The only two things that are consistent are the missing clock and the end at modern age.

Also the numbered diplomacy docent work for me...

SO far i find the new system annoying and unfriendly to the lame user (me!).
Why is it pretending the mods are living happily together when its clear they aren't?

Or is it something i do/did/doing?
 
Moderator Action: Moved to C&C forum.
 
its easy enough to pop open the modbuddy and take a peak, but i agree it would be nice to have some sort of compatability check in the browser that would tell you when two mods are changing the same line of code.

thanks to the modular way they implimented modding, with the XML at leastdon't know about LUA, as long as they AREN'T the changing the same lines, they should almost always be compatable. they might lead to some unbalanced wierdness, but they will work.
 
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