.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

Reply
 
Thread Tools Display Modes
  #1  
Old March 15th, 2005, 03:43 PM
daesthai's Avatar

daesthai daesthai is offline
Corporal
 
Join Date: Mar 2004
Posts: 95
Thanks: 0
Thanked 0 Times in 0 Posts
daesthai is on a distinguished road
Default Critical Mass for mods

So, I know I'm not the first person to discover this, but I just figured out that there is a limit to the number of mods that can be shown in the mod window - By my count that is 50.

I noticed because I couldn't get the new Persia mod to show up until I took out some of the previous mods.

Is there a way to increase the number of mods that can be handled in the view window? It already uses a scrollbar, so can it be tweaked to just show all the mods in my mods folder?

Thanks!
~Dae
Reply With Quote
  #2  
Old March 15th, 2005, 03:59 PM
Arryn's Avatar

Arryn Arryn is offline
Major General
 
Join Date: Jan 2004
Location: twilight zone
Posts: 2,247
Thanks: 0
Thanked 0 Times in 0 Posts
Arryn is on a distinguished road
Default Re: Critical Mass for mods

I didn't think there were anywhere near 50 available mods. Besides, isn't having 50 mods installed at the same time a bit ridiculous?
__________________
Visit my Dominions II site
Reply With Quote
  #3  
Old March 15th, 2005, 04:12 PM

Scott Hebert Scott Hebert is offline
Second Lieutenant
 
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
Scott Hebert is on a distinguished road
Default Re: Critical Mass for mods

OTOH, Arryn, it depends on what you mean by 'installed'. If by that you mean 'on my computer', I don't think it's ridiculous at all. Also, since Dominions II 'sees' all of the mods in the mod folder and paints them on the mod screen, I can see where it might come to be a problem.

Now, I'm certainly not shaking a finger at Illwinter. I would never have guessed that they would get 50+ mods for the game. By the same token, though, a simple scroll-bar should suffice, right?
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
Reply With Quote
  #4  
Old March 15th, 2005, 04:35 PM
daesthai's Avatar

daesthai daesthai is offline
Corporal
 
Join Date: Mar 2004
Posts: 95
Thanks: 0
Thanked 0 Times in 0 Posts
daesthai is on a distinguished road
Default Re: Critical Mass for mods

I see what you're getting at Arryn, but as Scott said it's not a matter of me trying to actually play that many mods at once, and I admit that some are not ones I see myself using so I could probably remove them, but that's beside the point. I do have that many in my mod folder and I was hoping there was a way to manage them that wouldn't require shuffling files around after placing them in the directory.

Quite honestly, I was also suprised there were that many, but I guess there are -

chukonu14.zip
qbarb.zip
stone.zip
Crusader.2.zip
orcishempire.zip
misf15.zip
AmazonEmpireMod.zip
Avatar1.0.zip
nowish.zip
Jurri'sEmblems.zip
kami.zip
Crusader.zip
ashikaga.zip
Improved Light Cavalry.zip
Alexander's Luck.zip
Alexander's Scales.zip
Healing Gods.zip
CherryMod_Scales.zip
PrePatch2073.zip
Empowerment11.zip
militia.zip
falsedawn.zip
devils.zip
HoburgAllianceSE.zip
AvatarOfUlm.1.04.zip
WarriorKingOfUlm.1.04.zip
PDF ArcoMod v1.1.zip
mdm.zip
trollzip.zip
hoburgzip.zip
340466-Persia.zip
shepherds.zip
ForestOfLoren.zip
oglala.zip
human_mod.zip
nation_replicas_100.zip
conceptscale12.zip
concepts18.zip
conceptp201.zip
Forest of Lorien v92a.zip
333881-oglala.zip
blackmoonarmies.zip
oceania.zip
parganos.rar
concepts16.zip
conceptp19.zip
sabbath.dm
UlmPunk1.1.zip
Unwise_Banners.zip
Reply With Quote
  #5  
Old March 15th, 2005, 04:54 PM
Arryn's Avatar

Arryn Arryn is offline
Major General
 
Join Date: Jan 2004
Location: twilight zone
Posts: 2,247
Thanks: 0
Thanked 0 Times in 0 Posts
Arryn is on a distinguished road
Default Re: Critical Mass for mods

Thanks for providing a list of what you have. I hope you're aware that a significant number of those are obsolete (been patched away, or been superseded by other mods) and should be removed? Just a thought.
__________________
Visit my Dominions II site
Reply With Quote
  #6  
Old March 15th, 2005, 05:03 PM
daesthai's Avatar

daesthai daesthai is offline
Corporal
 
Join Date: Mar 2004
Posts: 95
Thanks: 0
Thanked 0 Times in 0 Posts
daesthai is on a distinguished road
Default Re: Critical Mass for mods

understood. thanks. =) I admit I need to do some housecleaning on the folder.

But I am still curious about the question of whether or not the 50 count ceiling is something that can be either changed or removed altogether.
Reply With Quote
  #7  
Old March 16th, 2005, 02:25 PM
Johan K's Avatar

Johan K Johan K is offline
Brigadier General
 
Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
Johan K is on a distinguished road
Default Re: Critical Mass for mods

I never thought there would be that many mods for Dominions II. I think it should be easy to increase the limit in a patch. I bet there will never be 100 mods at least. Dominions III should be ready before anyone can approach that limit.
__________________
http://www.illwinter.com
Reply With Quote
  #8  
Old March 16th, 2005, 06:15 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Critical Mass for mods

Hey, should we take that as a challenge? Few Total Conversions should do the trick... MoM Dom? HoMM Dom? Renaissance/Ice Age/Far Future Dominions with original nations?
Imagine Marignon with musketeers and Tien Chi with the very first cannons.
Imagine tribes of the Bear, Wolf, Horse and Snake = Ulm, Neanderthals; Pythium, starts with Mount frost; Man with Oglala-like mod; C'tis with giant war-reptiles...
Imagine Abysian Cyber-Demons, Machakan Anachronons and Ulmish Marines.
Reply With Quote
  #9  
Old March 16th, 2005, 11:06 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Critical Mass for mods

There could easily be over 100 mods. Making little tweak mods to change a few things can be done in just a few minutes.

Space Empires players developed a mod picker which helps it a lot - it's mod pick interface was a text file you had to manually edit to choose the mod to use.

PvK
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:54 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.