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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. |
Re: Suggestion for Nation Modders...
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<table updated> |
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 |
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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Re: Suggestion for Nation Modders...
2998 is the max number of Unit IDs.
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Re: Suggestion for Nation Modders...
We can ask that to be upped. I got 5 max settings upped already.
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Re: Suggestion for Nation Modders...
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Also, Themiskyra has available male gods because some of the "defaults" are male. That's dumb. -Frank |
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. |
Re: Suggestion for Nation Modders...
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