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  #1  
Old February 9th, 2010, 09:29 AM
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Default Re: Maximum size of mods?

Quote:
Originally Posted by Arralen View Post
Yeah, folks, I know, it surely has been asked before, but I just couldn' find it ... so here's the ultimate question again:

What's the maximum size of a single mod (file) that dominions is able to handle?

Let's say I'm going to touch every unit/spells/item in the game, and have plenty of comments and everything - that will surely result in a file of over a hundred thousand lines or more, and several MB in size.
At what point (if at all) is Dom3 going to choke?
Would deviding it up in smaller files help at all?

thanks

I have a mod that is similar to what you are wanting and I have not broke the game yet. The mod file is 563k and runs next to a modified version of Burnsaber's Bretonia which is 63k. That 563k contains changes to all pretenders, all battle spells, most non combat spells, all nations, many nation recruitables. It adds many new magic sites and units complete with descriptions, some new spells, weapons, armors and mod nations. I would be surprised if your mod tops 1 meg with commenting.

So put your mind at rest! You should have no problem running a mod that size. You are more likely to reach the description limitations than you are to blow up the game.

BTW I have had my mod in smaller chunks and I plan on switching back just because it is a lot easier to find what you are looking for, even with ctrl-f it becomes a pain to make changes in a large mod. When I break it back down it will be 33 mods. So go wild, if you do find a limitation let us know!
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Old February 9th, 2010, 11:37 AM
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Default Re: Maximum size of mods?

LLama server has a number of uploaded mods that are compilations of many other mods. The Compressed Nations mod puts 11 nations together. I think there is one that puts many of Sombres nations and CBm together. Ive run Chaos mods that changed one random thing on every unit in the game.

All of those are very large. But if you were to hit the new limits anywhere with a mod I think it would be specific. A text-only mod would be different than one with many images? Adding new things (equip, sites, units) to the game might hit a different limit also. Text descriptions storage would probably be another factor. Im not sure what the lowest of them would be but even if you hit it, there might be a way to work around that limit and continue the project.

Its also hard to search on the subject because limits that were hit were often increased.
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Old February 9th, 2010, 02:19 PM

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Default Re: Maximum size of mods?

The mod for this MP game (currently turn 9) is ~650k and contains 8 mod nations which introduce 374 units, 20 magic sites, 146 weapons, 50 armors, 123 spells, and 510 sprites in addition to making 12048 lines worth of changes via CBM. All of the above numbers have hard limits, but hard limit for the total size of a mod seems very large. I have not experienced it.
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