Trouble With Setting up Mods 1-9

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nexace
Posts: 2
Joined: Sat Dec 12, 2015 12:18 pm

Trouble With Setting up Mods 1-9

Post by nexace »

I recently added the ADDON keys for modules 1-9 on my board but my users say that it doesn't seem right. They say that in group there should be a "mana" display, and a spell called "shatter" should be replaced with "burning aura", and that there should be 3 exits at the bank instead of 1, among other things.

Does any of this ring a bell to anyone and can anyone please advise me how to fix this? I have no prior experience sysop'ing majormud so I would greatly appreciate any assistance.


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syntax
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Posts: 553
Joined: Tue Jun 02, 2009 10:02 am

Re: Trouble With Setting up Mods 1-9

Post by syntax »

Sounds like you are running an old version of mud itself. The mods just unlock maps (rooms)


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Joker
Posts: 103
Joined: Fri Nov 14, 2014 7:42 am

Re: Trouble With Setting up Mods 1-9

Post by Joker »

As Syntax stated, you are not running Majormud 1.11p, which is the last revision. In fact, Bank of Godfrey was given an exit to the North in version 1.1d, and party mana view was added in 1.11g, so you are running a relatively old version. I'm not certain on this, but I would also imagine that some of the module areas will not be available either, depending on how old your version is. If you're running a release that was developed prior to some of the module development, that would be an issue. A real quick way to test is to enter the game as sysop, and SYS GOTO LOST. If you are able to get to Lost City, then you have a "relatively" newer release, but you should look at updating to 1.11p.


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