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Remaining numbers
After the 2 last patchs, I have several mods with units, nations, nametypes, weapons etc... numbers now used in vanilla game.
Has someone done a list of actual available numbers for modders to make update easier ? And perhaps, Kristoffer may announce new reserved slots before the new patchs ? (ie : "we reserve nation x, y, z and units up to number x for our next nations"). There were reserved slots for expansion of the vanilla game at the beginning, but Kristoffer has added so much stuff (which is cool) that I think none of the old numbers given in the modding.pdf are actually relevant. edit : not sure for weapons and units, nations up to 70 are used and some nametypes (141, 142 at least) are now used |
Re: Remaining numbers
1 Attachment(s)
lch has made a tool (perhaps in the tools stickied thread) that allows you to check what numbers a particular script uses.
Helpfully, I've also made a spreadsheet with the numbers used by quite a few of the mods. You can see there's huge gaps, so there should be no problem fitting new mods in. It's attached. |
Re: Remaining numbers
Thanks a lot (note : nation 70 is now used for LA Pythium so Teutanion will have to be changed).
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Re: Remaining numbers
It is? So what was 65 reserved for?
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Re: Remaining numbers
I don't remember the exact entries, but there are seevral empty reserved slots below 70. Some of them have been meant for a nation called Gath if Gandalf's right. There has also been some talk about an EA version of Machaka, though that has been speculation at best and a few ideas tossed back and forth with nothing really coming of it.
What we need is a larger range of numbers for new nations, new units and new weapons. Wouldn't hurt to have more for new armor either. |
Re: Remaining numbers
Alternatively, we need a way to make mods era-dependent and automatically disable any mods not appoprtiate to a spesific era. This way, we could replace any or all of the EA nations, any EA-spesific units and any EA-spesific weapons and armor when making a MA or LA mod.
This can be done even know, but it can cause really weird problems if you accidentally leave it on for an EA game. |
Re: Remaining numbers
Something else that Gandy said. Maybe it was in an email response to one of my jabs to get him to hurry up and make a mode before its too late.
Recycling numbers? If someone is making a early nation then aren't the middle and late age numbers available? I will see if I can find it and post it right. |
Re: Remaining numbers
0 - EA Arcoscephale
1 - EA Ermor 2 - EA Ulm 3 - EA Marverni 4 - EA Sauromatia 5 - EA Tienchi 6 - (Reserved, EA Machaka) 7 - EA Mictlan 8 - EA Abysia 9 - EA Caelum 10 - EA Ctis 11 - EA Pangaea 12 - EA Agartha 13 - EA Tirnanog 14 - EA Fomoria 15 - EA Vanheim 16 - EA Helheim 17 - EA Niefelheim 18 - EA Kailasa 19 - EA Yomi 20 - (Reserved, EA Gath) 21 - EA Atlantis 22 - EA Rlyeh 23 - (Independants) 24 - (Special monsters) 25 - (Special monsters) 26 - EA Oceania 27 - MA Arcoscephale 28 - MA Ermor 29 - MA Pythium 30 - MA Man 31 - MA Ulm 32 - MA Marignon 33 - MA Mictlan 34 - MA Tienchi 35 - MA Machaka 36 - MA Agartha 37 - MA Abysia 38 - MA Caelum 39 - MA Ctis 40 - MA Pangaea 41 - MA Vanheim 42 - MA Jotunheim 43 - MA Bandar Log 44 - MA Shinuyama 45 - (Reserved, MA Gath) 46 - MA Atlantis 47 - MA Rlyeh 48 - MA Oceania 49 - LA Arcoscephale 50 - LA Ermor 51 - LA Chelms 52 - LA Ulm 53 - LA Marignon 54 - LA Mictlan 55 - LA Tienchi 56 - LA Jomon 57 - LA Agartha 58 - LA Abysia 59 - LA Caelum 60 - LA Ctis 61 - LA Pangaea 62 - LA Midgard 63 - LA Utgard 64 - LA Patala 65 - (Reserved, LA Gath) 66 - LA Atlantis 67 - LA Rlyeh 68 - EA Lanka 69 - MA Eriu 70 - LA Pythium 71 - 72 - 73 - 74 - 75 - 76 - 77 - 78 - 79 - |
Re: Remaining numbers
Nametypes
100 - Misc Male 101 - Abysian 102 - Man male 103 - Man female 104 - Ulm male 105 - Ulm female 106 - Pythium male 107 - Arcoscephale male 108 - Arcoscephale female 109 - Pangaea male 110 - Pangaea female 111 - Caelum male 112 - Caelum female 113 - Ctis male 114 - Marignon male 115 - Jotunheim male 116 - Jotunheim female 117 - Deep one 118 - Pythium female 119 - Misc female 120 - Ctis female 121 - Tienchi male 122 - Tienchi female 123 - Mictlan male 124 - Mictlan female 125 - Machaka female 126 - Machaka male 127 - 128 - 129 - Monkey male 130 - Monkey female 131 - Enigma male 132 - Enigma female 133 - Japanese female 134 - Japanese male 135 - Amazon 136 - Sauromatia 137 - Marverni male 138 - Marverni female 139 - Angels 140 - Demons 141 - ????? 142 - Irish? 143 - Fomoria? 144 - Animal 145 - Plant 146 - 147 - 148 - 149 - |
Re: Remaining numbers
Thanks Sombre.
Note that nametypes #148 and #149 are probably bugged (game crashed at creation when used in my Greyhawk mod). |
Re: Remaining numbers
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Re: Remaining numbers
I'm pretty sure I've used 148 a fair bit without any problems. Never tried 149.
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Re: Remaining numbers
Strange.
Replaced 142 by 149 when updating Greyhawk mod for 3.10 to avoid name conflict. Get the crash (spent one day to figure what caused it....). Then replaced 149 by 143, I could create games. Then tried 148 to see if I could avoid names conflict without having the crash, re-crashed. It may be caused by something else in my mod but it may only be related to nametypes as I've only changed nametype number the two last times (perhaps because I used only one #addname in the section, to give the name "hero" to all heroes already named in unit names ; but it worked before 3.10). edit : it's not that, 149 crashes with "hero" and "herobis", and I still have crash at game creation if I replace it by 148. |
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