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				March 15th, 2005, 03:43 PM
			
			
			
		  
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				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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				March 15th, 2005, 03:59 PM
			
			
			
		  
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				Major General 
				
				
				
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				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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				March 15th, 2005, 04:12 PM
			
			
			
		  
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				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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				Scott Hebert 
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				March 15th, 2005, 04:35 PM
			
			
			
		  
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				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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				March 15th, 2005, 04:54 PM
			
			
			
		  
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				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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				March 15th, 2005, 05:03 PM
			
			
			
		  
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				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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				March 16th, 2005, 02:25 PM
			
			
			
		  
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				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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				March 16th, 2005, 06:15 PM
			
			
			
		  
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				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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				March 16th, 2005, 11:06 PM
			
			
			
		  
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				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. 
 
PvK 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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