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  #1  
Old December 10th, 2003, 02:41 AM
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Default Mod Compatibility Thread

If you are planning on making some sort of mod, please consult this thread!

Dominions II has unit and equipment numbers, and for two mods to be used concurrently (assuming that is possible) these numbers must not overlap. So, before you make a mod, check this thread to see which numbers are reserved, and post the number range you intend to use.

For example: I plan to use Unit# 10000-10999. Anyone can use whatever numbers they want, but unit numbers in that range may conflict with mine.

If anyone (devs, for example) know what numbers are valid (up to 2147483647, perhaps?), that would be quite useful in this thread...

-Cherry

P.S. I suggest that nobody use numbers below 10000 for anything, because the devs are quite prolific about adding new content, and it would be annoying to them if they had to worry about conflicting with player mods.

[ December 10, 2003, 00:46: Message edited by: Saber Cherry ]
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Old December 10th, 2003, 04:10 AM

LordArioch LordArioch is offline
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Default Re: Mod Compatibility Thread

10000? That sure does leave the devs a LOT of room to fill. They better get to work right now.
But this does seem reasonable, and if I actually decide to make a mod sometime I'll tell you what numbers it will use.
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Old December 10th, 2003, 04:19 AM
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Default Re: Mod Compatibility Thread

Quote:
Originally posted by LordArioch:
10000? That sure does leave the devs a LOT of room to fill. They better get to work right now.
But this does seem reasonable, and if I actually decide to make a mod sometime I'll tell you what numbers it will use.
It's more in case they decide, for simplicity, to redelegate XXX as pretenders, 1XXX as infantry, 2XXX as cavalry, 3XXX as summons, and so forth. Or 0XX as Abysian units, 1XX Atlantis, 2XX Pythium, and so on. It's easy to "use" lots of numbers without actually using them... that's why phone companies keep adding area codes, because they use them inefficiently.

But in this case, it would keep things organized, so you could tell at a glance that adding "Unit 332" refers to a god.

Not that I don't expect them to give us 9k more units=)
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Old December 10th, 2003, 01:02 PM
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Default Re: Mod Compatibility Thread

Currently you should give them numbers from 1500-2500. Perhaps the number range should be increased, but for now this is what you have got.

Hmm, unit numbers should probably be given in the description of each mod to reduce conflicts.
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Old December 10th, 2003, 04:08 PM
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Default Re: Mod Compatibility Thread

1500-2500 is a very small range if many people decide to do mods. However I guess we'll have to work with it.

If possible I'd like to "reserve" 2300-2500 for my units. Obviously if this is an issue we'll work things out.
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Old December 10th, 2003, 05:05 PM
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Default Re: Mod Compatibility Thread

Huh. Yeah, that IS tiny. Hmmm....

I guess I'll claim 2100-2300. But hopefully the range will be expanded=)
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