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  #1  
Old October 23rd, 2004, 12:06 AM

RedRover RedRover is offline
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Default Ahoy! Mod-Jams!

Being a collector of lists, I am working on a list of mod units, weapons, and armor. However, it�s not very neat at this point, because of a few conflicts.

So, I�m just making this short post to identify the conflicts that I have found so far.

If people could get together and maybe do a little renumbering, we could get fix up a list with fewer conflicts.

So here goes (includes Works in Progress):


Armor
300 Muspelheim
300-302 Dracasia

Weapons
None found

Units

1501-1509 UlmPunk
1501-1509 Orcish Empire (see also below)

Personally, I�d like to see the Orcish Empire recast like the Black Moon mods�1 nation per mod file. This would make it easier to mix-and-match.

2000 is a real log-jam!

2001-2009 Hoburg and Hoburg SA
2001-2017 Monsterland
2000-2009 Dracasia
2001-2017 Tang

2400 Lava Lord
2400-2416 Ashikaga Shogunate

2417-2419 Cho-ko-nu
vs.
2417-2436 Griffins of Akkylannie
vs.
2430 Orcish Empire (see also above)

This is my list of conflicts. Anybody know of any more?
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  #2  
Old October 23rd, 2004, 01:42 AM

RedRover RedRover is offline
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Default Re: Ahoy! Mod-Jams!

Weapon Conflict

701-702 Hoburg SE
700-707 Ashikaga Shogunate


Also, here is a list of used numbers (includes announced works in progress). Italic indicates a numbering conflict in the range.

Armor
200
250-254
256-258
300
301-302

Weapons
600-603
610

700-707
709-717
719-720

898-904
998

Units
1501-1509

1601-1611
1621-1640

1800-1811

2000-2017

2177-2179

2200-2220
2230-2251

2300-2313

2333-2339

2350-2357

2400-2436

2440

Anybody have any more updates or potential conflicts?
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  #3  
Old October 23rd, 2004, 06:20 AM
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Daynarr Daynarr is offline
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Default Re: Ahoy! Mod-Jams!

Nice work.

I'll make this post sticky so all modders can find it.
Could you please keep it updated?
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  #4  
Old October 23rd, 2004, 10:18 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Ahoy! Mod-Jams!

Great work!
I think at the very beginning of modding I broached the subject of assigning some "zones". I havent gotten much into modding so bear with me...

Cant some mods overlap numbers? If they are mods which cant really be loaded at the same time anyway, such as 2 mods replacing Atlantis? Maybe number Groups could be "assigned" to the units they would be replacing?
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  #5  
Old October 23rd, 2004, 12:39 PM
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Default Re: Ahoy! Mod-Jams!

It would require some coordination between modmakers, but a good rule of thumb should be that people who start making new mods should check the existing stuff to ensure there are no overlaps by default. This would be easier if all mods had a few comment lines in the beginning that listed the ranges for new units, weapons and armor (if those can be added, that is). Whether or not the modmaking crowd will follow this suggestion remains to be seen.

Edi
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  #6  
Old December 5th, 2004, 05:58 PM

RedRover RedRover is offline
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Default Re: Ahoy! Mod-Jams!

UPDATED 12/5/04

This post updates the list of new units, weapons, and armor created for mods. The ultimate goal is to create a complete database. Before continuing with the main project, the short-term purpose is to identify and maybe resolve some of the conflicts that prevent mods from being used with each other.

This post identifies the conflicts found so far. If you find some I�ve missed, please comment here.
I�ll update the main post at intervals. Next scheduled update Jan 8.

Also attached is a very early .xls list of names (no stats).

KNOWN CONFLICTS

Armor
300 Muspelheim
300-302 Dracasia

There�s lots of room 201-249.

Weapons
701-702 Hoburg SE
700-707 Ashikaga Shogunate

Units
1501-1509 UlmPunk
1501-1509 Orcish Empire (see also below)

Personally, I�d like to see the Orcish Empire mod recast like the Black Moon mods�1 nation per mod file. This would make it easier to mix-and-match and reduce conflicts.

2000 is a real log-jam!

2001-2009 Hoburg and Hoburg SA
2001-2017 Monsterland
2000-2009 Dracasia
2001-2017 Tang

2400 Lava Lord
2400-2416 Ashikaga Shogunate

2417-2419 Cho-ko-nu
2417-2433 The Kami
2417-2436 Griffins of Akkylannie
2430 Orcish Empire (see also above)

This is my current list of conflicts. Anybody know of any more?

USED NUMBERS
Also, here is a list of used numbers (includes announced works in progress). Italic indicates a numbering conflict in the range.

Armor (200-399)
200
250-254
256-258
300
301-302

Weapons (600-999)
600-602
610-611

700-717
719-720

800-802
898-904
998

Units (1500-2499)
1501-1509

1601-1611
1621-1640

1800-1811

2000-2017

2177-2179

2200-2220
2230-2251

2300-2313
2333-2339
2350-2357

2400-2436
2440
2499

NATION MODS

Abysia Devil�s Lair, Orcish Empire [Red Orcs], Trolls

Arcoscephale PDF ArcoMod

Atlantis (Dracasians�in progress)

Caelum Black Moon Armies [Knights of Justice]
(GreyElfLite, Griffins of Akkylannie�in progress)

C�tis (Black Empire�in progress; aka Black Company mod)

Ermor Broken Empire Ermor (tweak)

Jotunheim Crusader Mod (aka Defenders of the Faith)

Machaka None�

Man None�

Marignon Black Moon Armies [Knights of Light]
(Exalted Mod�in progess)

Mictlan None�

Pangaea Amazons

Pythium Black Moon Armies [Lhynn]

R�lyeh False Dawn

T�ien Ch�i Ashikaga Shogunate, Cho-ku-no, Orcish Empire [Renegade Orcs],
(Quantum Barbarians, Elemental Kingdom, Tang�in progress)

Ulm Hoburg Alliance, Hoburg Alliance/SE, UlmPunk
(Umbarthium� v1.01 may exist, v1.02 may be in progress, links are broken)
Warrior King of Ulm (1 new unit).

Vanheim Kami Mod


PRETENDER MODS

Arralen�s Sidhe War Goddess (Man, v0.3 dv2.11): Post#256038
Avatar of Ulm (Ulm, v1.05, dv2.11) Posted at Illwinter.
Lava Lord (Abysia, v1.00 dv2.13) Post #291828
Old One (R�lyeh, v.1.00, dv2.14) Post #313240
Attached Files
File Type: xls 315443-Mod Unit and Item numbers.xls (59.5 KB, 1119 views)
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  #7  
Old December 7th, 2004, 08:20 AM

kukimuki kukimuki is offline
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Default Re: Ahoy! Mod-Jams!

Just a small typo, as far as i understand. It seems to be in a mod name, however.
Quote:
RedRover said:
....Orcish Empire....
lol, as far as Tolkien is concerned, 'orc' is written with 'c' while 'orkish' is written with 'k'. Assuming that the mod has Tolkien style or Tolkien derived orcs in it, not sea monster orcs or whatever.
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  #8  
Old February 15th, 2006, 04:20 PM

shovah shovah is offline
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Default Re: Ahoy! Mod-Jams!

would just like to suggest adding some of the newer mods in here
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  #9  
Old February 15th, 2006, 10:43 PM
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Default Re: Ahoy! Mod-Jams!

Would you like to do the work?
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  #10  
Old February 16th, 2006, 04:38 PM

shovah shovah is offline
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Default Re: Ahoy! Mod-Jams!

i'll get back to you on that
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