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August 28th, 2007, 02:41 PM
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Re: Tomb Kings backstory
Yeah they're a lot of fun to make though :]
I've slowed down a bit recently, but I'm sure I'll go through another mad-modding phase and crank out a nation from nowhere.
Looks like I'll have to do a little burst on the ogres so I can release something to coincide with your Tomb Kings though. Maybe a very stripped down first release, missing a few units and so on.
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August 28th, 2007, 02:48 PM
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Re: Tomb Kings backstory
Well I wouldn't rush. Personally I won't be up for a Warhammer mod game for about three weeks, as I have a bit of a busy time on. Would be good then though.
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August 28th, 2007, 02:56 PM
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Re: Tomb Kings backstory
It's not so much a rush, it's pretty much what I did with the Skaven. Warhammer armies tend to have a /lot/ of stuff. I mean the Skaven still have a load of things need doing on them and they're already my biggest nation.
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August 28th, 2007, 02:58 PM
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Re: Tomb Kings backstory
Oddly Tomb Kings had the opposite problem. Probably half the units are new things I made up, because the original army list hardly has anything in it, weirdly.
Oh Sombre, I forgot to ask - any recommendations for the range of unit, weapon and armor numbers I should use? I used Vaettiheim as an initial template, so at the moment it clashes pretty much maximally with Vaettiheim, which isn't so good. Any thoughts on good ranges to avoid clashing with any of your mods?
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August 28th, 2007, 03:14 PM
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Re: Tomb Kings backstory
If the nation is for MA, here are the ID notes I update as I do MA releases. Ogre Kingdoms isn't on there, because I don't worry about conflicts until I reach the release.
----------------------------------MIDDLE ERA-------------------------------------------
Worthy Heroes v1.7b
-----weaponslots used : 770-772
-----monsterslots used :2800-2833
-----armorslots used: 380-381
CBM 1.1
MONSTERS -- 2851, 2877-81, 2888, 2890-2 (added 2878-81)
WEAPONS -- 659, 708-710, 751-5, 768, 769 (same as before, but with one conflict on 754 - move to 756?)
ARMOUR -- 252-264 (same as before, but with conflict on 264 - move to 265?)
NO SITES (site 890 no longer in .dm file)
Skaven -- Cool with WH, CBM
----Uses ID numbers
--weapons 670-685
--monsters 2140-2158, 2160-2174
--sites 993-5
--nation 73
--nametype 143
HOburg Alliance SE -- cool with CBM, WH and Skaven
-- ID NUMBERS USED
-- Nation 79
-- Monsters 2101-2119
-- Weapons 640, 641
-- Sites 760
AVERNUM v1.25 -- cool with CBM, WH, Hoburg SE and Skaven
----Uses ID numbers
--weapons 690-695
--monsters 2760-2781, 2783-97
--sites 990, 991, 992
--nametypes 144, 147
--nation 72
ARGA DIS V0.7 -- Cool with CBM, WH, Avernum, Hoburg and Skaven
--nationslot 75 -- fine with all above
--weaponslots 646 -- fine with all above
--armourslots 322 -- fine
--unitslots 2320-2330, 2354-2366 -- fine
--siteslots 790, 791, 792 -- fine
Basically I wouldn't worry about conflicts with other mods. They can be ironed out quickly for combined .dms in mod games and if I make a CBM version of anything I ensure that it is conflict free with all the other CBM stuff of that era, CBM itself and Worth Heroes too.
Anyway, the above might help you. Sorry if it's a bit rough around the edges, they are just notes after all :]
Clashes with Vaettiheim are 100% ok as long as they aren't in the same era btw, as unless this is the case, people have no business having them on at the same time.
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August 28th, 2007, 03:18 PM
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Re: Tomb Kings backstory
Cool, thanks Sombre. I guess Vaettiheim etc don't really matter as you say. I want to make sure they work with Ulm Reborn though, as I think they would be cool opponents for each other (and it's much easier to shift one of them to a different era than to change all the unit numbers).
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August 28th, 2007, 03:26 PM
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Re: Tomb Kings backstory
Well the id ranges for UR can be seen at the top of the .dm file. Pretty sure those are accurate.
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