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  #41  
Old July 9th, 2009, 02:38 AM
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Default Re: The Mod Compatibility Index

12 nations! I bow to your effort and persistence. Is it going to be one huge mod or 12 separate ones?
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  #42  
Old July 9th, 2009, 05:24 AM
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Default Re: The Mod Compatibility Index

btw, llamabeast: When your dissertation is done (and the post-dissertation hangover, of course), the previously discussed perl script for renumbering might turn out really useful.
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  #43  
Old July 9th, 2009, 06:16 AM
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Default Re: The Mod Compatibility Index

I have started trying to work out which mods are intercompatible and lay them out on a spreadsheet. And lo, there were many nasties. I started out with CBM and Sombre's mods, and have tried working onwards. With various eliminations and many failed attempts to include mods, I've come up with a list of 12... from 105 mods. Some of the mods which take a scattergun approach to monster IDs may be compatible with the 12, but by the time I started looking at them I just didn't have the heart to try and work through all the potential clashes.

FWIW, the updated xls is in the top post.
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  #44  
Old July 9th, 2009, 01:15 PM
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Default Re: The Mod Compatibility Index

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Originally Posted by Gregstrom View Post
12 nations! I bow to your effort and persistence. Is it going to be one huge mod or 12 separate ones?
It's actually 14 nations. In Master of Magic there were a lot less units per nation though, so one nation may have only 6 units. After I release a very basic version of the mod that I can get as close to the original MOM as possible, I am going to expand on the nations,but I am not sure if I will release that, rather I will encourage people to build their own variations off the base mod.

Enough plugging my mods though. I really really appreciate your efforts. I usually don't play other mods but lately I have been interested in a few, such as Arga Dis (again), the egyptian based one (name escapes me) and Alchera. I am hesitant to use combining scripts to merge them with all my nations I play + my base mod etc, and I would rather manually combine them I think. So super thanks!
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  #45  
Old July 9th, 2009, 03:40 PM
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Default Re: The Mod Compatibility Index

All thanks are gratefully accepted.

The bad news is that at the moment, if you were to use, say, 5 random mod nations, CBM and Holy Wars at the same time, you'd be pretty much guaranteed a clash somewhere.

I find this upsetting, because I really enjoy using mods - there's an awful lot of quality work out there. While getting the mods together for tabulating, I saw some really interesting ideas out there. There's a list of 50 or so I'd love to have a go at, but using more than one at a time is just awkward.
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  #46  
Old July 9th, 2009, 05:43 PM

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Default Re: The Mod Compatibility Index

Arga Dis and Ogre Kingdoms aren't in the list of intercompatible mods?

I will fix Nehekhara to be more sensible with its numbers soon. Possibly more importantly, I will fix my script to cope with sites which give recruitables. I think it will be back to no-known-bugs status then.
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  #47  
Old July 9th, 2009, 06:01 PM
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Default Re: The Mod Compatibility Index

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Originally Posted by llamabeast View Post
Arga Dis and Ogre Kingdoms aren't in the list of intercompatible mods?
I found clashes (in the data I had) that prevented them being in there. Please feel free to double-check.

The situation at the moment is sufficiently tangled that I suspect the best solution would be Gordian.
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  #48  
Old July 18th, 2009, 12:26 PM
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Default Re: The Mod Compatibility Index

I've spent a bit of time playing around (only a bit - the last week has been a busy one), and I rather suspect that it's impossible to put together a list of more than a dozen mods that are intercompatible. A lot of the better/most complete mods clash with each other, never mind the bit players.

I am reluctantly reaching the conclusion that the best way to reorganise things would be a root and branch renumbering of every mod on the index.

While this would be possible (if/when llamabeast puts together a renumbering script, I'd even say easy), it would require a lot of people to be willing to cooperate over it.

As things have gone so far, I believe I've put together a useful reference piece for checking against when you see mods clashing. I hope it's useful as is.

I'd be interested in taking it farther, but before doing so I'd like to hear people's opinions on the subject.
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  #49  
Old July 20th, 2009, 03:35 PM
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Default Re: The Mod Compatibility Index

Okay, I've put some more work into this idea and worked on a list of almost 60 mods that look interesting to me. I've worked out how many ID slots of each type the mods use, and done a little bit of theoretical shoehorning to see how many can be fitted together.

You'll find an xls file attached here and in the top post.
Attached Files
File Type: xls Mod Data.xls (33.5 KB, 126 views)
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  #50  
Old July 20th, 2009, 04:20 PM

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Default Re: The Mod Compatibility Index

The problem with reordering the numbers from scratch is when one of those mods is updated with a couple more unit IDs it kinda throws it all for a loop. You can give nations buffers of a few numbers though, I guess.
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