![]() |
Critical Mass for mods
So, I know I'm not the first person to discover this, but I just figured out that there is a limit to the number of mods that can be shown in the mod window - By my count that is 50.
I noticed because I couldn't get the new Persia mod to show up until I took out some of the previous mods. Is there a way to increase the number of mods that can be handled in the view window? It already uses a scrollbar, so can it be tweaked to just show all the mods in my mods folder? Thanks! ~Dae |
Re: Critical Mass for mods
I didn't think there were anywhere near 50 available mods. Besides, isn't having 50 mods installed at the same time a bit ridiculous?
|
Re: Critical Mass for mods
OTOH, Arryn, it depends on what you mean by 'installed'. If by that you mean 'on my computer', I don't think it's ridiculous at all. Also, since Dominions II 'sees' all of the mods in the mod folder and paints them on the mod screen, I can see where it might come to be a problem.
Now, I'm certainly not shaking a finger at Illwinter. I would never have guessed that they would get 50+ mods for the game. By the same token, though, a simple scroll-bar should suffice, right? |
Re: Critical Mass for mods
I see what you're getting at Arryn, but as Scott said it's not a matter of me trying to actually play that many mods at once, and I admit that some are not ones I see myself using so I could probably remove them, but that's beside the point. I do have that many in my mod folder and I was hoping there was a way to manage them that wouldn't require shuffling files around after placing them in the directory.
Quite honestly, I was also suprised there were that many, but I guess there are - chukonu14.zip qbarb.zip stone.zip Crusader.2.zip orcishempire.zip misf15.zip AmazonEmpireMod.zip Avatar1.0.zip nowish.zip Jurri'sEmblems.zip kami.zip Crusader.zip ashikaga.zip Improved Light Cavalry.zip Alexander's Luck.zip Alexander's Scales.zip Healing Gods.zip CherryMod_Scales.zip PrePatch2073.zip Empowerment11.zip militia.zip falsedawn.zip devils.zip HoburgAllianceSE.zip AvatarOfUlm.1.04.zip WarriorKingOfUlm.1.04.zip PDF ArcoMod v1.1.zip mdm.zip trollzip.zip hoburgzip.zip 340466-Persia.zip shepherds.zip ForestOfLoren.zip oglala.zip human_mod.zip nation_replicas_100.zip conceptscale12.zip concepts18.zip conceptp201.zip Forest of Lorien v92a.zip 333881-oglala.zip blackmoonarmies.zip oceania.zip parganos.rar concepts16.zip conceptp19.zip sabbath.dm UlmPunk1.1.zip Unwise_Banners.zip |
Re: Critical Mass for mods
Thanks for providing a list of what you have. I hope you're aware that a significant number of those are obsolete (been patched away, or been superseded by other mods) and should be removed? Just a thought. http://forum.shrapnelgames.com/images/smilies/wink.gif
|
Re: Critical Mass for mods
understood. thanks. =) I admit I need to do some housecleaning on the folder.
But I am still curious about the question of whether or not the 50 count ceiling is something that can be either changed or removed altogether. |
Re: Critical Mass for mods
I never thought there would be that many mods for Dominions II. I think it should be easy to increase the limit in a patch. I bet there will never be 100 mods at least. Dominions III should be ready before anyone can approach that limit.
|
Re: Critical Mass for mods
Hey, should we take that as a challenge? http://forum.shrapnelgames.com/images/smilies/laugh.gif Few Total Conversions should do the trick... MoM Dom? HoMM Dom? Renaissance/Ice Age/Far Future Dominions with original nations?
Imagine Marignon with musketeers and Tien Chi with the very first cannons. Imagine tribes of the Bear, Wolf, Horse and Snake = Ulm, Neanderthals; Pythium, starts with Mount frost; Man with Oglala-like mod; C'tis with giant war-reptiles... Imagine Abysian Cyber-Demons, Machakan Anachronons and Ulmish Marines. |
Re: Critical Mass for mods
There could easily be over 100 mods. Making little tweak mods to change a few things can be done in just a few minutes.
Space Empires players developed a mod picker which helps it a lot - it's mod pick interface was a text file you had to manually edit to choose the mod to use. PvK |
All times are GMT -4. The time now is 12:46 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.