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June 24th, 2008, 02:14 PM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
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Re: Nation: Atreus, Rise of the Dragon Emperor
I never thought of that.... Conflicting unit/weapons/etc numbers... The same thing happens with all other mods. This limists the ammount of mods from different users u are able to activate. 
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June 24th, 2008, 03:21 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
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Re: Nation: Atreus, Rise of the Dragon Emperor
Quote:
Atreidi said:
I never thought of that.... Conflicting unit/weapons/etc numbers... The same thing happens with all other mods. This limists the ammount of mods from different users u are able to activate.
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That is a big one. I'm running nine or ten mods in my present game. Some, like improved AI, don't pose any conflicts, but new nations almost always pose conflicts. I started to change numbers to avoid conflicts, but as I added mods, more arose, and now many are a mishmash which requires me to scroll through the dm files and record them.
I've selected the mods I'm playing mostly on the strength they are as AI nations. Your mod looks good, but it posed conflicts with my own mod nation which I'm playing because it is terribly unbalanced and it gives me edge I require.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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June 24th, 2008, 04:09 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Nation: Atreus, Rise of the Dragon Emperor
ID number conflicts are easily resolved.
That isn't the real limiting factor on mods. That would currently be the vanishing magic paths bug. Last patch it was the descriptions, before that it was sprites,...
You get the idea.
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June 24th, 2008, 04:28 PM
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National Security Advisor
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Re: Nation: Atreus, Rise of the Dragon Emperor
Next patch, it's probably spells. 
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March 31st, 2010, 10:18 AM
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BANNED USER
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Re: Nation: Atreus, Rise of the Dragon Emperor
Quote:
Originally Posted by Endoperez
Next patch, it's probably spells. 
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As it turns out, it's actually explosion sprites and spell graphics that got broken this time.
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June 26th, 2008, 01:26 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
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Re: Nation: Atreus, Rise of the Dragon Emperor
Quote:
Sombre said:
ID number conflicts are easily resolved.
That isn't the real limiting factor on mods. That would currently be the vanishing magic paths bug. Last patch it was the descriptions, before that it was sprites,...
You get the idea.
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You are correct, but because I had to bastardize many of the mods to get rid of conflicts, I no longer can rely on the unit/weapon/spell numbers the mod developer listed. Last time I tried to sneak one in without comparing id numbers, Tomb Kings I believe, I was able to recruit some sort of skelton scorpion in my mod nation.
Last mod in seems to overrule any other mods in the case of conflicts.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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August 20th, 2008, 02:03 PM
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Sergeant
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Join Date: Sep 2007
Location: Rio Bravo, Mexico
Posts: 247
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Re: EA Nation: Atreus, Rise of the Dragon Emperor
I just hope the next patch does not decrease the number of unit #s we have left. 
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