|
|
|
|
October 23rd, 2004, 12:06 AM
|
Corporal
|
|
Join Date: Feb 2004
Posts: 165
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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?
|
October 23rd, 2004, 01:42 AM
|
Corporal
|
|
Join Date: Feb 2004
Posts: 165
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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?
|
October 23rd, 2004, 06:20 AM
|
|
Lieutenant General
|
|
Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Ahoy! Mod-Jams!
Nice work.
I'll make this post sticky so all modders can find it.
Could you please keep it updated?
|
October 23rd, 2004, 10:18 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
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?
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|
October 23rd, 2004, 12:39 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
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
|
December 5th, 2004, 05:58 PM
|
Corporal
|
|
Join Date: Feb 2004
Posts: 165
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
|
December 7th, 2004, 08:20 AM
|
Private
|
|
Join Date: Nov 2004
Posts: 10
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
February 15th, 2006, 04:20 PM
|
Colonel
|
|
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ahoy! Mod-Jams!
would just like to suggest adding some of the newer mods in here
|
February 15th, 2006, 10:43 PM
|
|
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Ahoy! Mod-Jams!
Would you like to do the work?
|
February 16th, 2006, 04:38 PM
|
Colonel
|
|
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ahoy! Mod-Jams!
i'll get back to you on that
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|