Re: Tomb Kings backstory
If the nation is for MA, here are the ID notes I update as I do MA releases. Ogre Kingdoms isn't on there, because I don't worry about conflicts until I reach the release.
----------------------------------MIDDLE ERA-------------------------------------------
Worthy Heroes v1.7b
-----weaponslots used : 770-772
-----monsterslots used :2800-2833
-----armorslots used: 380-381
CBM 1.1
MONSTERS -- 2851, 2877-81, 2888, 2890-2 (added 2878-81)
WEAPONS -- 659, 708-710, 751-5, 768, 769 (same as before, but with one conflict on 754 - move to 756?)
ARMOUR -- 252-264 (same as before, but with conflict on 264 - move to 265?)
NO SITES (site 890 no longer in .dm file)
Skaven -- Cool with WH, CBM
----Uses ID numbers
--weapons 670-685
--monsters 2140-2158, 2160-2174
--sites 993-5
--nation 73
--nametype 143
HOburg Alliance SE -- cool with CBM, WH and Skaven
-- ID NUMBERS USED
-- Nation 79
-- Monsters 2101-2119
-- Weapons 640, 641
-- Sites 760
AVERNUM v1.25 -- cool with CBM, WH, Hoburg SE and Skaven
----Uses ID numbers
--weapons 690-695
--monsters 2760-2781, 2783-97
--sites 990, 991, 992
--nametypes 144, 147
--nation 72
ARGA DIS V0.7 -- Cool with CBM, WH, Avernum, Hoburg and Skaven
--nationslot 75 -- fine with all above
--weaponslots 646 -- fine with all above
--armourslots 322 -- fine
--unitslots 2320-2330, 2354-2366 -- fine
--siteslots 790, 791, 792 -- fine
Basically I wouldn't worry about conflicts with other mods. They can be ironed out quickly for combined .dms in mod games and if I make a CBM version of anything I ensure that it is conflict free with all the other CBM stuff of that era, CBM itself and Worth Heroes too.
Anyway, the above might help you. Sorry if it's a bit rough around the edges, they are just notes after all :]
Clashes with Vaettiheim are 100% ok as long as they aren't in the same era btw, as unless this is the case, people have no business having them on at the same time.
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