Log in

View Full Version : Remaining numbers


Twan
November 29th, 2007, 01:56 PM
After the 2 last patchs, I have several mods with units, nations, nametypes, weapons etc... numbers now used in vanilla game.

Has someone done a list of actual available numbers for modders to make update easier ?

And perhaps, Kristoffer may announce new reserved slots before the new patchs ? (ie : "we reserve nation x, y, z and units up to number x for our next nations"). There were reserved slots for expansion of the vanilla game at the beginning, but Kristoffer has added so much stuff (which is cool) that I think none of the old numbers given in the modding.pdf are actually relevant.

edit : not sure for weapons and units, nations up to 70 are used and some nametypes (141, 142 at least) are now used

llamabeast
November 29th, 2007, 02:27 PM
lch has made a tool (perhaps in the tools stickied thread) that allows you to check what numbers a particular script uses.

Helpfully, I've also made a spreadsheet with the numbers used by quite a few of the mods. You can see there's huge gaps, so there should be no problem fitting new mods in. It's attached.

Twan
November 29th, 2007, 02:37 PM
Thanks a lot (note : nation 70 is now used for LA Pythium so Teutanion will have to be changed).

Maraxus
November 29th, 2007, 03:22 PM
It is? So what was 65 reserved for?

Edi
November 30th, 2007, 07:05 AM
I don't remember the exact entries, but there are seevral empty reserved slots below 70. Some of them have been meant for a nation called Gath if Gandalf's right. There has also been some talk about an EA version of Machaka, though that has been speculation at best and a few ideas tossed back and forth with nothing really coming of it.

What we need is a larger range of numbers for new nations, new units and new weapons. Wouldn't hurt to have more for new armor either.

Endoperez
November 30th, 2007, 08:31 AM
Alternatively, we need a way to make mods era-dependent and automatically disable any mods not appoprtiate to a spesific era. This way, we could replace any or all of the EA nations, any EA-spesific units and any EA-spesific weapons and armor when making a MA or LA mod.

This can be done even know, but it can cause really weird problems if you accidentally leave it on for an EA game.

Wikd Thots
November 30th, 2007, 12:35 PM
Something else that Gandy said. Maybe it was in an email response to one of my jabs to get him to hurry up and make a mode before its too late.

Recycling numbers? If someone is making a early nation then aren't the middle and late age numbers available?

I will see if I can find it and post it right.

Sombre
December 1st, 2007, 10:20 AM
0 - EA Arcoscephale
1 - EA Ermor
2 - EA Ulm
3 - EA Marverni
4 - EA Sauromatia
5 - EA Tienchi
6 - (Reserved, EA Machaka)
7 - EA Mictlan
8 - EA Abysia
9 - EA Caelum
10 - EA Ctis
11 - EA Pangaea
12 - EA Agartha
13 - EA Tirnanog
14 - EA Fomoria
15 - EA Vanheim
16 - EA Helheim
17 - EA Niefelheim
18 - EA Kailasa
19 - EA Yomi
20 - (Reserved, EA Gath)
21 - EA Atlantis
22 - EA Rlyeh
23 - (Independants)
24 - (Special monsters)
25 - (Special monsters)
26 - EA Oceania
27 - MA Arcoscephale
28 - MA Ermor
29 - MA Pythium
30 - MA Man
31 - MA Ulm
32 - MA Marignon
33 - MA Mictlan
34 - MA Tienchi
35 - MA Machaka
36 - MA Agartha
37 - MA Abysia
38 - MA Caelum
39 - MA Ctis
40 - MA Pangaea
41 - MA Vanheim
42 - MA Jotunheim
43 - MA Bandar Log
44 - MA Shinuyama
45 - (Reserved, MA Gath)
46 - MA Atlantis
47 - MA Rlyeh
48 - MA Oceania
49 - LA Arcoscephale
50 - LA Ermor
51 - LA Chelms
52 - LA Ulm
53 - LA Marignon
54 - LA Mictlan
55 - LA Tienchi
56 - LA Jomon
57 - LA Agartha
58 - LA Abysia
59 - LA Caelum
60 - LA Ctis
61 - LA Pangaea
62 - LA Midgard
63 - LA Utgard
64 - LA Patala
65 - (Reserved, LA Gath)
66 - LA Atlantis
67 - LA Rlyeh
68 - EA Lanka
69 - MA Eriu
70 - LA Pythium
71 -
72 -
73 -
74 -
75 -
76 -
77 -
78 -
79 -

Sombre
December 1st, 2007, 10:22 AM
Nametypes


100 - Misc Male
101 - Abysian
102 - Man male
103 - Man female
104 - Ulm male
105 - Ulm female
106 - Pythium male
107 - Arcoscephale male
108 - Arcoscephale female
109 - Pangaea male
110 - Pangaea female
111 - Caelum male
112 - Caelum female
113 - Ctis male
114 - Marignon male
115 - Jotunheim male
116 - Jotunheim female
117 - Deep one
118 - Pythium female
119 - Misc female
120 - Ctis female
121 - Tienchi male
122 - Tienchi female
123 - Mictlan male
124 - Mictlan female
125 - Machaka female
126 - Machaka male
127 -
128 -
129 - Monkey male
130 - Monkey female
131 - Enigma male
132 - Enigma female
133 - Japanese female
134 - Japanese male
135 - Amazon
136 - Sauromatia
137 - Marverni male
138 - Marverni female
139 - Angels
140 - Demons
141 - ?????
142 - Irish?
143 - Fomoria?
144 - Animal
145 - Plant
146 -
147 -
148 -
149 -

Twan
December 1st, 2007, 10:25 AM
Thanks Sombre.

Note that nametypes #148 and #149 are probably bugged (game crashed at creation when used in my Greyhawk mod).

Burnsaber
December 1st, 2007, 11:22 AM
Twan said:
Thanks Sombre.

Note that nametypes #148 and #149 are probably bugged (game crashed at creation when used in my Greyhawk mod).



My nation mod has used #148 for 1 month now without any sign of trouble.

Sombre
December 1st, 2007, 11:42 AM
I'm pretty sure I've used 148 a fair bit without any problems. Never tried 149.

Twan
December 1st, 2007, 11:50 AM
Strange.

Replaced 142 by 149 when updating Greyhawk mod for 3.10 to avoid name conflict. Get the crash (spent one day to figure what caused it....).

Then replaced 149 by 143, I could create games.
Then tried 148 to see if I could avoid names conflict without having the crash, re-crashed.

It may be caused by something else in my mod but it may only be related to nametypes as I've only changed nametype number the two last times (perhaps because I used only one #addname in the section, to give the name "hero" to all heroes already named in unit names ; but it worked before 3.10).

edit : it's not that, 149 crashes with "hero" and "herobis", and I still have crash at game creation if I replace it by 148.