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November 29th, 2007, 01:56 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Remaining numbers
After the 2 last patchs, I have several mods with units, nations, nametypes, weapons etc... numbers now used in vanilla game.
Has someone done a list of actual available numbers for modders to make update easier ?
And perhaps, Kristoffer may announce new reserved slots before the new patchs ? (ie : "we reserve nation x, y, z and units up to number x for our next nations"). There were reserved slots for expansion of the vanilla game at the beginning, but Kristoffer has added so much stuff (which is cool) that I think none of the old numbers given in the modding.pdf are actually relevant.
edit : not sure for weapons and units, nations up to 70 are used and some nametypes (141, 142 at least) are now used
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November 29th, 2007, 02:27 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: Remaining numbers
lch has made a tool (perhaps in the tools stickied thread) that allows you to check what numbers a particular script uses.
Helpfully, I've also made a spreadsheet with the numbers used by quite a few of the mods. You can see there's huge gaps, so there should be no problem fitting new mods in. It's attached.
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November 29th, 2007, 02:37 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Remaining numbers
Thanks a lot (note : nation 70 is now used for LA Pythium so Teutanion will have to be changed).
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November 29th, 2007, 03:22 PM
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Corporal
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Join Date: Jun 2007
Posts: 181
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Re: Remaining numbers
It is? So what was 65 reserved for?
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November 30th, 2007, 07:05 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Remaining numbers
I don't remember the exact entries, but there are seevral empty reserved slots below 70. Some of them have been meant for a nation called Gath if Gandalf's right. There has also been some talk about an EA version of Machaka, though that has been speculation at best and a few ideas tossed back and forth with nothing really coming of it.
What we need is a larger range of numbers for new nations, new units and new weapons. Wouldn't hurt to have more for new armor either.
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November 30th, 2007, 08:31 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Remaining numbers
Alternatively, we need a way to make mods era-dependent and automatically disable any mods not appoprtiate to a spesific era. This way, we could replace any or all of the EA nations, any EA-spesific units and any EA-spesific weapons and armor when making a MA or LA mod.
This can be done even know, but it can cause really weird problems if you accidentally leave it on for an EA game.
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