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December 10th, 2003, 05:15 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Mod Compatibility Thread
Quote:
Originally posted by apoger:
1500-2500 is a very small range if many people decide to do mods. However I guess we'll have to work with it.
If possible I'd like to "reserve" 2300-2500 for my units. Obviously if this is an issue we'll work things out.
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It took me 7 years to make 1010 units.
I suppose I'm slow
We didn't realize this was a problem. On the other hand (OTOH?) it's easy to increase this number in the next patch.
It is also not a problem unless you wish to use several mods using the same numbers simultaneously.
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December 10th, 2003, 05:22 PM
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Re: Mod Compatibility Thread
Quote:
Originally posted by Gandalf Parker:
It also only gives Illwinter from 1010 to 1500? Its going to be a real pain if the mods start overwriting units that are in the game for random placement.
I wonder if overwriting works. Can I replace one of the random races for independents and have them end up random all over the map?
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OK, Illwinter claims 1010-2010. Satisfied?
Seriously I don't think there will be 500 new units from Illwinter any time soon, but if you are concerned you can leave 1500-2000 just in case.
Overwriting works (I believe), but so does altering stats of existing units. It is easy to change barbarians into Conans with 50 HP and str 25. Altering independants can probably do wonders to the game balance 
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December 10th, 2003, 05:33 PM
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Shrapnel Fanatic
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Re: Mod Compatibility Thread
Quote:
Originally posted by Kristoffer O:
OK, Illwinter claims 1010-2010. Satisfied?
Seriously I don't think there will be 500 new units from Illwinter any time soon, but if you are concerned you can leave 1500-2000 just in case.
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Well maybe not Illwinter, but if we leave a large chunk researved for "general in the game all the time" types of units then maybe Illwinter will be willing to adopt interesting units created by Users for their mods.
I like to keep a clear distinction betwen user mods and things that the devs feel are worthy of becoming part of the distributed game. It would be nice to have some reserved slots as a prize to shoot for. Having a mod accepted as a theme would be cool also.
[ December 10, 2003, 15:34: Message edited by: Gandalf Parker ]
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December 11th, 2003, 07:18 AM
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Major General
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Re: Mod Compatibility Thread
Now for a tough question... will there be a table of units with unit numbers, weapons with weapon numbers, and equipment with equipment numbers? Those would be quite handy=)
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December 11th, 2003, 11:32 AM
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Sergeant
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Re: Mod Compatibility Thread
So as I understand it the available numbers not taken are between 2002-2100. It does strike me that this is not going to work.
I suggest when people put out a mod they note the numbers they have used. This way we don't have numbers sitting idle and people can try an avoid each other as best they can.
If I'm going to try a middle earth mod I will need a fair few new units.
cheers
Keir
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December 11th, 2003, 03:49 PM
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Shrapnel Fanatic
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Re: Mod Compatibility Thread
Quote:
Originally posted by Saber Cherry:
Now for a tough question... will there be a table of units with unit numbers, weapons with weapon numbers, and equipment with equipment numbers? Those would be quite handy=)
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The monedit file from Dom1 has a good start on that. Not everything but some basic stuff.
I suppose that a script such as was used to create the allview game for commander numbers (loop thru, assign the commander to a province, name the commander same as the number) could be used to find the other info also. Hmmmm it might be fun to try that.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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