.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #21  
Old July 2nd, 2009, 01:36 AM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: The Mod Compatibility Index

Okay, I've done CBM 1.5 in gawk.
Monster IDs: 2800,2802-2806,2808-2816,2818-2821,2823-2824,2826-2840,2842-2845,2846,2850-2851,2877-2883,2888,2891-2892
Weapon IDs: 659,708-711,751-757,768-771
Armor IDs: 252-265,380-382
Spell Slots: 2

There are a lot of gaps, which is interesting. I'd sort of assumed people would work in solid blocks of unit IDs... on the other hand, CBM has been very heavily revised over the years so I can see how it happens.
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.

Last edited by Gregstrom; July 2nd, 2009 at 01:52 AM..
Reply With Quote
  #22  
Old July 2nd, 2009, 01:52 AM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: The Mod Compatibility Index

Haida Gwaii:
Monster IDs: 2350-2352,2442-2449,2475,2602-2617,2619,2661-2662,2664-2667,2673
Weapon IDs: 750
Armor IDs:
Site IDs: 800
Spell Slots: 6

Warhammer: Ogre Kingdoms
Monster IDs: 2500-2531
Weapon IDs: 628-634,636-639,650-658
Armor IDs: 240-243
Site IDs: 996-997
Spell Slots: 11

Alchera:
Monster IDs: 2001-2009,2101-2109,2201-2202,2301-2306,2401-2404
Weapon IDs: 601-609
Armor IDs: 201-205
Site IDs: 801-802
Spell Slots: 10

Travelers:
Monster IDs: 2450-2477,2480
Weapon IDs: 700-704
Armor IDs: 270-272
Spell Slots: 6
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
Reply With Quote
  #23  
Old July 2nd, 2009, 02:12 AM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: The Mod Compatibility Index

Chaos Undivided:
Monster IDs: 2320-2337,2354-2387
Weapon IDs: 730-734
Armor IDs: 299
Site IDs: 790-793
Spell Slots: 28

F/W Thugs:
Monster IDs: 2920-2924
Weapon IDs: 922,924
Spell Slots: 5

Hoburg Alliance:
Monster IDs: 2101-2115
Weapon IDs: 800-801
Site IDs: 760

Ulm Reborn:
Monster IDs: 2300-2320,2978-2983
Weapon IDs: 690-694,710
Armor IDs: 321
Site IDs: 990-993
Spell Slots: 7

Kalevala:
Monster IDs: 3800-3820
Weapon IDs: 935-936
Site IDs: 766-768
Spell Slots: 7
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
Reply With Quote
  #24  
Old July 2nd, 2009, 02:15 AM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: The Mod Compatibility Index

That's a quick trawl through the first page or so of the mods forum.

It looks like very few to no nations use more than 50 monsterIDs - even CBM uses under 100. Armour and weapon IDs see less use, natch.

It's also apparent that ID slots aren't currently used in contiguous blocks.
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
Reply With Quote
  #25  
Old July 3rd, 2009, 01:32 AM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: The Mod Compatibility Index

Limits:
Weapon ID# = 600-999
Armour ID# = 200-399
Monster ID# = 2200-2999 according to the manual. This would seem not to be the case. Maybe the limit is 3999?
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
Reply With Quote
The Following User Says Thank You to Gregstrom For This Useful Post:
  #26  
Old July 6th, 2009, 09:42 AM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: The Mod Compatibility Index

Site ID# = 750-999
Nation ID# = 72-94 (unless 72 is too low now).
Oops, missed these.
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
Reply With Quote
  #27  
Old July 6th, 2009, 10:57 AM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: The Mod Compatibility Index

I have put 60-odd mod's worth of data in an excel file and attached it to the top post. Any thoughts?

The main theoretical limiting factors for combining mods seem to be nation numbers and spell slots. So far the monster, weapon, armour and site ID ranges probably stretch far enough - just.
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
Reply With Quote
  #28  
Old July 6th, 2009, 11:05 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: The Mod Compatibility Index

Spell slots are currently probably the biggest limitation. If you use burnsaber's CPCS mod it's really hard to combine with much else.
Reply With Quote
  #29  
Old July 6th, 2009, 11:10 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: The Mod Compatibility Index

You can get around some spell slot limitations by overwriting national spells from other eras or nations that won't be in the game though. Plus there are some vanilla spells that could be replaced entirely without people getting too upset. Seven year fever anyone?
Reply With Quote
  #30  
Old July 6th, 2009, 11:18 AM

Bananadine Bananadine is offline
First Lieutenant
 
Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
Bananadine is on a distinguished road
Default Re: The Mod Compatibility Index

Hey, could you put in Skavenblight 1.00? LlamaServer gives this link for it: http://forum.shrapnelgames.com/showthread.php?t=34920
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:48 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.