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  #1  
Old March 15th, 2005, 03:43 PM
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Default Critical Mass for mods

So, I know I'm not the first person to discover this, but I just figured out that there is a limit to the number of mods that can be shown in the mod window - By my count that is 50.

I noticed because I couldn't get the new Persia mod to show up until I took out some of the previous mods.

Is there a way to increase the number of mods that can be handled in the view window? It already uses a scrollbar, so can it be tweaked to just show all the mods in my mods folder?

Thanks!
~Dae
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  #2  
Old March 15th, 2005, 03:59 PM
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Default Re: Critical Mass for mods

I didn't think there were anywhere near 50 available mods. Besides, isn't having 50 mods installed at the same time a bit ridiculous?
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  #3  
Old March 15th, 2005, 04:12 PM

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Default Re: Critical Mass for mods

OTOH, Arryn, it depends on what you mean by 'installed'. If by that you mean 'on my computer', I don't think it's ridiculous at all. Also, since Dominions II 'sees' all of the mods in the mod folder and paints them on the mod screen, I can see where it might come to be a problem.

Now, I'm certainly not shaking a finger at Illwinter. I would never have guessed that they would get 50+ mods for the game. By the same token, though, a simple scroll-bar should suffice, right?
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  #4  
Old March 15th, 2005, 04:35 PM
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Default Re: Critical Mass for mods

I see what you're getting at Arryn, but as Scott said it's not a matter of me trying to actually play that many mods at once, and I admit that some are not ones I see myself using so I could probably remove them, but that's beside the point. I do have that many in my mod folder and I was hoping there was a way to manage them that wouldn't require shuffling files around after placing them in the directory.

Quite honestly, I was also suprised there were that many, but I guess there are -

chukonu14.zip
qbarb.zip
stone.zip
Crusader.2.zip
orcishempire.zip
misf15.zip
AmazonEmpireMod.zip
Avatar1.0.zip
nowish.zip
Jurri'sEmblems.zip
kami.zip
Crusader.zip
ashikaga.zip
Improved Light Cavalry.zip
Alexander's Luck.zip
Alexander's Scales.zip
Healing Gods.zip
CherryMod_Scales.zip
PrePatch2073.zip
Empowerment11.zip
militia.zip
falsedawn.zip
devils.zip
HoburgAllianceSE.zip
AvatarOfUlm.1.04.zip
WarriorKingOfUlm.1.04.zip
PDF ArcoMod v1.1.zip
mdm.zip
trollzip.zip
hoburgzip.zip
340466-Persia.zip
shepherds.zip
ForestOfLoren.zip
oglala.zip
human_mod.zip
nation_replicas_100.zip
conceptscale12.zip
concepts18.zip
conceptp201.zip
Forest of Lorien v92a.zip
333881-oglala.zip
blackmoonarmies.zip
oceania.zip
parganos.rar
concepts16.zip
conceptp19.zip
sabbath.dm
UlmPunk1.1.zip
Unwise_Banners.zip
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  #5  
Old March 15th, 2005, 04:54 PM
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Default Re: Critical Mass for mods

Thanks for providing a list of what you have. I hope you're aware that a significant number of those are obsolete (been patched away, or been superseded by other mods) and should be removed? Just a thought.
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  #6  
Old March 15th, 2005, 05:03 PM
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Default Re: Critical Mass for mods

understood. thanks. =) I admit I need to do some housecleaning on the folder.

But I am still curious about the question of whether or not the 50 count ceiling is something that can be either changed or removed altogether.
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Old March 16th, 2005, 02:25 PM
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Default Re: Critical Mass for mods

I never thought there would be that many mods for Dominions II. I think it should be easy to increase the limit in a patch. I bet there will never be 100 mods at least. Dominions III should be ready before anyone can approach that limit.
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  #8  
Old March 16th, 2005, 06:15 PM
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Default Re: Critical Mass for mods

Hey, should we take that as a challenge? Few Total Conversions should do the trick... MoM Dom? HoMM Dom? Renaissance/Ice Age/Far Future Dominions with original nations?
Imagine Marignon with musketeers and Tien Chi with the very first cannons.
Imagine tribes of the Bear, Wolf, Horse and Snake = Ulm, Neanderthals; Pythium, starts with Mount frost; Man with Oglala-like mod; C'tis with giant war-reptiles...
Imagine Abysian Cyber-Demons, Machakan Anachronons and Ulmish Marines.
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Old March 16th, 2005, 11:06 PM
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Default Re: Critical Mass for mods

There could easily be over 100 mods. Making little tweak mods to change a few things can be done in just a few minutes.

Space Empires players developed a mod picker which helps it a lot - it's mod pick interface was a text file you had to manually edit to choose the mod to use.

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