Re: Mod ID Registry: Preventing Mod Conflicts
There are actually more numbers available for user made mods than you might think. As long as you are making a set of mods or a combined mod for one era only.
For example, there are a lot of unit/nation/weapon numbers used up by Illwinter units that will never appear in the early era. Stuff like the LA ulm units for instance. That means in an early era mod you can overwrite lots of stuff used by LA Ulm, using #selectmonster and the #clear commands. One big problem with this solution is that you can't really free up that many nametypes (for instance) since they're the same in all eras.
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