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  #11  
Old November 14th, 2006, 12:59 AM
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Default Re: Suggestion for Nation Modders...

Maybe we could set a system where the unit numbers coincide with the nation number. So nation 72 would use 7200-7299.

It would make it easy to keep track of, not have to look it up all the time, and easy to automate renumbering mods if needed.
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  #12  
Old November 14th, 2006, 06:54 AM
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Default Re: Suggestion for Nation Modders...

Quote:
Daynarr said:
Ballbarian, stop reading my mind.

Actually, soon we will need a way to easily access what nation, weapon, monster, etc. numbers are used so that moders can be sure their mod won't be conflicting with another.

Personally I was thinking of making a sticky thread where everyone would post numbers they used in their mod. It should make Singularities job easier too (big thanks from me for that effort!).

If anyone has better idea or objection, speak up. I'll probably wait a day or two before I make that thread.
Good idea. And perhaps have a summary table as the top post (URL or a regularly updated attachment might be better) for easy access?

<table updated>
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  #13  
Old November 14th, 2006, 10:40 AM
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Default Re: Suggestion for Nation Modders...

Sar Elad as of version 0.9:
Nation number: 68
Units and commanders: 2998 to 2975
Weapons: 998 to 996, will most likely change in future
Armor: None at the moment but will change
Site numbers: 780 and 781
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  #14  
Old November 14th, 2006, 12:07 PM
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Default Re: Suggestion for Nation Modders...

Does anyone know what the maximum value for a nation ID or unit ID is? (nation #)*100 ought to work, but I believe that there are 256 nation slots and if there are less than 25,000 unit ID available.....
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  #15  
Old November 14th, 2006, 12:46 PM
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Default Re: Suggestion for Nation Modders...

2998 is the max number of Unit IDs.
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  #16  
Old November 14th, 2006, 02:01 PM
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Default Re: Suggestion for Nation Modders...

We can ask that to be upped. I got 5 max settings upped already.
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  #17  
Old November 14th, 2006, 03:34 PM

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Default Re: Suggestion for Nation Modders...

Quote:
Gandalf Parker said:
We can ask that to be upped. I got 5 max settings upped already.
An Allowgod command for nations would help a lot. Theiskyra is using 10 unitIDs for units, 10 unit IDs for commanders, 4 unit IDs for national heroes, and seventeen unit IDs for allowed pretenders. We could have almost twice as many mod nations if we could allow and disallow gods from the nation script rather than from the unit script like we have now.

Also, Themiskyra has available male gods because some of the "defaults" are male. That's dumb.

-Frank
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  #18  
Old November 14th, 2006, 07:37 PM
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Default Re: Suggestion for Nation Modders...

I list all the numbers I use in the readme's for my mods. For a general reference I am using the following:

Nation Numbers 70-72 (at least)
Monster Numbers 2500-2580 (at least)
Armor Numbers 300-315 (at least)
Weapon Numbers 800-820 (at least)
Site Numbers 800-815 (at least)

Those spans account for my three nation mods (Teutanion, Sanguinia, and the forthcoming Sylvania). I'm all for the "Seven Nation Army" idea put forward here and in another thread. It will make it easier to play with ALL player-created nations at once, but they will still be available for individuals to pick and choose if they wish.
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  #19  
Old November 14th, 2006, 10:19 PM
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Default Re: Suggestion for Nation Modders...

Quote:
Gandalf Parker said:
We can ask that to be upped. I got 5 max settings upped already.
If you've got the influence, pleease try to up the number of hero slots (eg, 10 each) (and a way to give them all unique names), as heroes can really exemplify the character of a nation. =p
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