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-   -   #newmonster numbers (http://forum.shrapnelgames.com/showthread.php?t=39552)

Atreidi July 6th, 2008 02:01 AM

#newmonster numbers
 
I was making a mod with new units starting with the 2000. After I tested it I realized that monster #2013 up is used by EA Hinnom and other. I think there should be a warning about this in the modding pfd. There is the warning that "It mustn't be the same as any other monster" but I think it is very misleading since 2013,2014,2015,2016, up to 2082 are between 2000 and 2999 but they are being used by Other Default Nations. http://forum.shrapnelgames.com/images/smilies/frown.gif

6.2 #newmonster <monster nbr>
Monster nbr should be a number between 2000
and 2999. It mustn’t be the same as any other
monster. This new monster will be affected by the
following modding commands and there should
be an #end command at the end.

Edi July 6th, 2008 03:27 AM

Re: #newmonster numbers
 
That entry is corrected in the new modding manual that will appear in the next patch. Currently the vanilla game unit numbers go up to 2082, so a suggested range for modded numbers is 2300 - 2999 or 2250 - 2999, since it is a given that at least some new units will appear in the next patch. The previous one added 100. The issue of the ever shrinking range of numbers available for modding has been brought to the attention of Illwinter.

Sombre July 6th, 2008 08:09 AM

Re: #newmonster numbers
 
Looks like it's time for me to sort and order my ID numbers a bit.

I think I'll start from 2500.

Edi July 7th, 2008 10:12 AM

Re: #newmonster numbers
 
I'll be sharing this in advance since the implications are important for modders:

The progress page lists UID and description limits being raised for the next patch. The new upper limit is going to be 3999 and modded monsters should start no lower than 2300.

That gives a margin of 217 more new units IW can add in new patches without stepping on modders' toes and roughly 1700 unit slots for modding. Should alleviate the current squeeze on mod nations some.

The nation number limit is currently 94, whether anything happens to that is open.

There is also some more information on spell flightsprites: The number range is from 10000 (nothing) to 10257, which is obviously something. Go right out and test to your hearts' content, but if someone wants to do good by the modding community, test them all and document them much like the current weapon flysprite list in the DB is done.


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