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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

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Old March 16th, 2005, 01:32 PM
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Default Mod Cumulativity/Conflicts (Info)

I saw the question raised in Saber Cherry's Recruitable Unit Rebalance Mod thread about whether or not mods are cumulative.

I have a partial answer to this question, thanks in part to a few tests I ran when I did the readme's for Zen's CB series of mods.

The short answer is that, yes mods, are cumulative.

The longer answer is that they are cumulative when certain parameters are fulfilled. Namely, if two different mods change the same unit (e.g. the Scorpion King pretender), and both mods are enabled at the same time, then the modifications of BOTH mods come into effect if they modify different statistics. Continuing to use the Scorpion King example, if one mod gave the SK a body slot for items, increased defense and changed the inherent weapons and the other mod increased attack skill, altered magic paths and granted lightning immunity, then all of these will affect the SK if both mods are enabled simultaneously.

If there is conflict (i.e. both mods affect the same stat on the same monster), then it probably goes by the alphabetic order, but it is quite possible that the last modification is the one that takes effect (i.e. the alphabetically last mod could take precedence).

It'll be easy to run tests on this, just make two mods that both mod the same stat from some unit to different values, enable them and create a game, then see what happens.

Edi
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Old March 16th, 2005, 02:46 PM
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Default Re: Mod Cumulativity/Conflicts (Info)

Thanks for finding this out and posting that.
I can corroborate everything you said here, tested it yesterday (my Balance Mod together with Cherry's Mod). My mod takes precedence on conflicting stats of one unit, both mods work when the stats of one unit are not in conflict.
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