Re: The Mod Compatibility Index
Okay, I've done CBM 1.5 in gawk.
Monster IDs: 2800,2802-2806,2808-2816,2818-2821,2823-2824,2826-2840,2842-2845,2846,2850-2851,2877-2883,2888,2891-2892 Weapon IDs: 659,708-711,751-757,768-771 Armor IDs: 252-265,380-382 Spell Slots: 2 There are a lot of gaps, which is interesting. I'd sort of assumed people would work in solid blocks of unit IDs... on the other hand, CBM has been very heavily revised over the years so I can see how it happens. |
Re: The Mod Compatibility Index
Haida Gwaii:
Monster IDs: 2350-2352,2442-2449,2475,2602-2617,2619,2661-2662,2664-2667,2673 Weapon IDs: 750 Armor IDs: Site IDs: 800 Spell Slots: 6 Warhammer: Ogre Kingdoms Monster IDs: 2500-2531 Weapon IDs: 628-634,636-639,650-658 Armor IDs: 240-243 Site IDs: 996-997 Spell Slots: 11 Alchera: Monster IDs: 2001-2009,2101-2109,2201-2202,2301-2306,2401-2404 Weapon IDs: 601-609 Armor IDs: 201-205 Site IDs: 801-802 Spell Slots: 10 Travelers: Monster IDs: 2450-2477,2480 Weapon IDs: 700-704 Armor IDs: 270-272 Spell Slots: 6 |
Re: The Mod Compatibility Index
Chaos Undivided:
Monster IDs: 2320-2337,2354-2387 Weapon IDs: 730-734 Armor IDs: 299 Site IDs: 790-793 Spell Slots: 28 F/W Thugs: Monster IDs: 2920-2924 Weapon IDs: 922,924 Spell Slots: 5 Hoburg Alliance: Monster IDs: 2101-2115 Weapon IDs: 800-801 Site IDs: 760 Ulm Reborn: Monster IDs: 2300-2320,2978-2983 Weapon IDs: 690-694,710 Armor IDs: 321 Site IDs: 990-993 Spell Slots: 7 Kalevala: Monster IDs: 3800-3820 Weapon IDs: 935-936 Site IDs: 766-768 Spell Slots: 7 |
Re: The Mod Compatibility Index
That's a quick trawl through the first page or so of the mods forum.
It looks like very few to no nations use more than 50 monsterIDs - even CBM uses under 100. Armour and weapon IDs see less use, natch. It's also apparent that ID slots aren't currently used in contiguous blocks. |
Re: The Mod Compatibility Index
Limits:
Weapon ID# = 600-999 Armour ID# = 200-399 Monster ID# = 2200-2999 according to the manual. This would seem not to be the case. Maybe the limit is 3999? |
Re: The Mod Compatibility Index
Site ID# = 750-999
Nation ID# = 72-94 (unless 72 is too low now). Oops, missed these. |
Re: The Mod Compatibility Index
I have put 60-odd mod's worth of data in an excel file and attached it to the top post. Any thoughts?
The main theoretical limiting factors for combining mods seem to be nation numbers and spell slots. So far the monster, weapon, armour and site ID ranges probably stretch far enough - just. |
Re: The Mod Compatibility Index
Spell slots are currently probably the biggest limitation. If you use burnsaber's CPCS mod it's really hard to combine with much else.
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Re: The Mod Compatibility Index
You can get around some spell slot limitations by overwriting national spells from other eras or nations that won't be in the game though. Plus there are some vanilla spells that could be replaced entirely without people getting too upset. Seven year fever anyone?
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Re: The Mod Compatibility Index
Hey, could you put in Skavenblight 1.00? LlamaServer gives this link for it: http://forum.shrapnelgames.com/showthread.php?t=34920
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