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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

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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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Old December 10th, 2003, 05:10 PM
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Default Re: Mod Compatibility Thread

It also only gives Illwinter from 1010 to 1500? Its going to be a real pain if the mods start overwriting units that are in the game for random placement.

I wonder if overwriting works. Can I replace one of the random races for independents and have them end up random all over the map?
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Old December 10th, 2003, 05:15 PM
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Default Re: Mod Compatibility Thread

Quote:
Originally posted by apoger:
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.


It took me 7 years to make 1010 units.

I suppose I'm slow

We didn't realize this was a problem. On the other hand (OTOH?) it's easy to increase this number in the next patch.

It is also not a problem unless you wish to use several mods using the same numbers simultaneously.
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Old December 10th, 2003, 05:22 PM
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Default Re: Mod Compatibility Thread

Quote:
Originally posted by Gandalf Parker:
It also only gives Illwinter from 1010 to 1500? Its going to be a real pain if the mods start overwriting units that are in the game for random placement.

I wonder if overwriting works. Can I replace one of the random races for independents and have them end up random all over the map?
OK, Illwinter claims 1010-2010. Satisfied?

Seriously I don't think there will be 500 new units from Illwinter any time soon, but if you are concerned you can leave 1500-2000 just in case.

Overwriting works (I believe), but so does altering stats of existing units. It is easy to change barbarians into Conans with 50 HP and str 25. Altering independants can probably do wonders to the game balance
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Old December 10th, 2003, 05:33 PM
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Default Re: Mod Compatibility Thread

Quote:
Originally posted by Kristoffer O:
OK, Illwinter claims 1010-2010. Satisfied?

Seriously I don't think there will be 500 new units from Illwinter any time soon, but if you are concerned you can leave 1500-2000 just in case.
Well maybe not Illwinter, but if we leave a large chunk researved for "general in the game all the time" types of units then maybe Illwinter will be willing to adopt interesting units created by Users for their mods.

I like to keep a clear distinction betwen user mods and things that the devs feel are worthy of becoming part of the distributed game. It would be nice to have some reserved slots as a prize to shoot for. Having a mod accepted as a theme would be cool also.

[ December 10, 2003, 15:34: Message edited by: Gandalf Parker ]
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