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  #1  
Old February 16th, 2007, 01:36 AM

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Default Re: Mod ID Registry: Preventing Mod Conflicts

Well I don't see that as a major problem, although it's annoying. You can just choose not to use the ritual national spells and the battlefield ones can be mostly avoided by having the nation you copy over a vanilla one use different paths of magic.
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Old February 17th, 2007, 03:58 PM
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Default Re: Mod ID Registry: Preventing Mod Conflicts


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One issue is that you really only need to get rid of conflicts between mods that run in the same era
Interesting point! I wasn't aware of that. I did however find out that trying to make a monster that is available in more than one age doesn't understand the "#copystats" command unless you assign completely unique ids.

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Of course, if you then want to cross-pollinate the mods (for example, one of my nations totally wants some of Amos' sweet-looking horror summons)...
Actually, that's part of what I was looking to streamline. In my mind, I want to make every mod out there that is balanced and interesting available all the time, for me and my PBEM players. More surprises, more interesting! However, if players default to "all mods disabled except for just the one we are currently choosing to use" there is far less need for any type of collective list.


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Finally, there's the problem of running out of numbers. Mods will tend to want to use continuous blocks 24xx for example. That only leaves room for ten mods - if you let the computer handle the unit numbering, you can go ahead and have one mod use 2375-2416, which would be a pain to administer but causes the computer no problems at all.
And this is *precisely* why I thought a collective list might be a good idea. Mod authors would know which "blocks" other mods are using. If there are conflicts, they can either be noted for the sake of the player, or intentionally left (e.g., they are for different ages or intentionally rebalance or change something).

It seems, however, that the idea is probably more trouble than it's worth.
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Old February 17th, 2007, 11:39 PM

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Default Re: Mod ID Registry: Preventing Mod Conflicts

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Psientist said:
Interesting point! I wasn't aware of that. I did however find out that trying to make a monster that is available in more than one age doesn't understand the "#copystats" command unless you assign completely unique ids.

Conflicts generated between nations that are in different eras will still be conflicts and may cause problems,.. if you have all the mods loaded. My point was simply that you only need to have loaded whatever mods effect a certain era, since each game you play will only take place in one era.

I actually think making a spreadsheet is a good idea - one spreadsheet for each era that is. The problem is getting the modders to fill it out (I might, but since I'm very new to the game all the other modders would be within rights to tell me to move my id numbers, so it would make sense for me to go last.)

The best solution right now, as I see it, is to make small collections of mods which go nicely together. Using the good doctor's utility you can merge a few (within 220 images or whatever) and create something like..

LATE ERA PACK 1.
Contains Vaetti SE, Dwarf Pirates and Themiskyra (amazons).

So then you could at least play games with three or four new nations working together - more if they don't use lots of new graphics.

Or,..

PRETENDER MEGAPACK
Contains Mytheology, Nova Deus II and others - works with all ages.

Just my thoughts. The main thing I'd like to see is more new nations able to fight eachother. I believe it's quite doable as long as there aren't too many of them.
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Old February 18th, 2007, 01:24 PM
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Default Re: Mod ID Registry: Preventing Mod Conflicts

That's a good idea.

Or just have people post to the forum (either to the specific mods, or to a common thread like this one) when a conflict is found. That way "play nice together' lists can sort of self-develop.
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