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Re: The Mod Compatibility Index
That was kind of the idea. There were notes at the right of the table, showing a little of my thinking as I went along. Most mods that have been without updates for >6 months I thought could be considered feature complete, and probably not in need of growing room. Others that are relatively recent have had some buffer space featured in, and CBM has over 40 free slots in the range I left for it.
I've only looked at the gameplay mods so far, and many of those can be considered complete (or at least, as complete as they're getting). It seemed a simpler place to start. With the nation mods, more fudge space would need to be left. That's one of the reasons I was thinking of leaving ~43 unit slots per nation - the average number used is 25-35, and that leaves plenty of room for growth in each nation used. |
Re: The Mod Compatibility Index
1 Attachment(s)
I've put together a rather more detailed workup in the Excel file, showing use of all slot types. It also allows user-friendly assignment of room for growth.
Also available in the top post. |
Re: The Mod Compatibility Index
1 Attachment(s)
Aaand...
Pummeling the different ages into shape took not much time at all. It looks as if most (maybe not all, but pretty close) currently available mods could be made to fit together without clashing. The list in the attached spreadsheet is incomplete, but there are enough free slots of each sort available to (I think) fill up the nation roster for each era. I realise room for growth hasn't been put in at the moment. Doing so is a trivial excercise for anyone looking at the spreadsheet (hint: enter a number in the appropriate column). I'll play around with this some more over the next few days. Feel free to do the same. |
Re: The Mod Compatibility Index
Quick note: Data on Al-Nadim has now been added to both files in the top post.
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Re: The Mod Compatibility Index
Quote:
al-Nadim is now at unit 3653 and I'll need minimum of 4 more units, so the range has to be extended by atleast 3. I wouldn't be surprised of a couple of extra on top of that too though. I might remove one of the current units too though. |
Re: The Mod Compatibility Index
The mod's still growing - I'll add in more room for growth. The index isn't intended to restrict people's options in mod design, after all.
New version in top post. |
Re: The Mod Compatibility Index
I know there is a mod combiner script, but you could get a programmer to write a program that moves the id#'s into another pre-defined range. Then, each mod could have a range or you could have a mod for each range. It sound's comples, I suppose, but you could just think of it as making the empty slots into 10 room compartments, each mod gets 10 (or a multiple of 10) compartments. I see post about things getting tight in some cases, but... you'd think that if you're not running a lot of mods you should be OK.
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Re: The Mod Compatibility Index
That was sort of a long-term goal of the index. At the moment, you'd be surprised just how few mods you can run without conflicts.
A renumbering script could likely be created by adapting a mod combining script - the underpinnings would be pretty similar. I don't have enough scripting knowledge to do said adapting though. |
Re: The Mod Compatibility Index
The mod combining scripts do in fact renumber everything. That is how they combine the mods. This allows for maximum utilization of the mod space.
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Re: The Mod Compatibility Index
If many mods go mainstream of common, it might be the conflicts become more common, then slots might make more sense, or, it would be that a mod file simply be created for each MP game that contains desired mods... probably named after the game.
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