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December 10th, 2003, 04:19 AM
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Major General
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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.
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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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December 10th, 2003, 01:02 PM
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General
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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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December 10th, 2003, 04:08 PM
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Second Lieutenant
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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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December 10th, 2003, 05:05 PM
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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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December 10th, 2003, 05:10 PM
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Shrapnel Fanatic
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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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December 10th, 2003, 05:15 PM
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General
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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.
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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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December 10th, 2003, 05:22 PM
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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?
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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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