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November 14th, 2006, 12:59 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: Suggestion for Nation Modders...
Maybe we could set a system where the unit numbers coincide with the nation number. So nation 72 would use 7200-7299.
It would make it easy to keep track of, not have to look it up all the time, and easy to automate renumbering mods if needed.
__________________
-- 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!)
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November 14th, 2006, 06:54 AM
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Corporal
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Join Date: Oct 2006
Posts: 55
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Re: Suggestion for Nation Modders...
Quote:
Daynarr said:
Ballbarian, stop reading my mind.
Actually, soon we will need a way to easily access what nation, weapon, monster, etc. numbers are used so that moders can be sure their mod won't be conflicting with another.
Personally I was thinking of making a sticky thread where everyone would post numbers they used in their mod. It should make Singularities job easier too (big thanks from me for that effort!).
If anyone has better idea or objection, speak up. I'll probably wait a day or two before I make that thread.
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Good idea. And perhaps have a summary table as the top post (URL or a regularly updated attachment might be better) for easy access?
<table updated>
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November 14th, 2006, 10:40 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvink��, Finland
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Re: Suggestion for Nation Modders...
Sar Elad as of version 0.9:
Nation number: 68
Units and commanders: 2998 to 2975
Weapons: 998 to 996, will most likely change in future
Armor: None at the moment but will change
Site numbers: 780 and 781
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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November 14th, 2006, 12:07 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Suggestion for Nation Modders...
Does anyone know what the maximum value for a nation ID or unit ID is? (nation #)*100 ought to work, but I believe that there are 256 nation slots and if there are less than 25,000 unit ID available.....
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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November 14th, 2006, 12:46 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvink��, Finland
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Re: Suggestion for Nation Modders...
2998 is the max number of Unit IDs.
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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November 14th, 2006, 02:01 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Suggestion for Nation Modders...
We can ask that to be upped. I got 5 max settings upped already.
__________________
-- 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!)
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November 14th, 2006, 03:34 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 559
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Re: Suggestion for Nation Modders...
Quote:
Gandalf Parker said:
We can ask that to be upped. I got 5 max settings upped already.
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An Allowgod command for nations would help a lot. Theiskyra is using 10 unitIDs for units, 10 unit IDs for commanders, 4 unit IDs for national heroes, and seventeen unit IDs for allowed pretenders. We could have almost twice as many mod nations if we could allow and disallow gods from the nation script rather than from the unit script like we have now.
Also, Themiskyra has available male gods because some of the "defaults" are male. That's dumb.
-Frank
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November 14th, 2006, 07:37 PM
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Sergeant
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Join Date: Jan 2006
Posts: 216
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Re: Suggestion for Nation Modders...
I list all the numbers I use in the readme's for my mods. For a general reference I am using the following:
Nation Numbers 70-72 (at least)
Monster Numbers 2500-2580 (at least)
Armor Numbers 300-315 (at least)
Weapon Numbers 800-820 (at least)
Site Numbers 800-815 (at least)
Those spans account for my three nation mods (Teutanion, Sanguinia, and the forthcoming Sylvania). I'm all for the "Seven Nation Army" idea put forward here and in another thread. It will make it easier to play with ALL player-created nations at once, but they will still be available for individuals to pick and choose if they wish.
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November 14th, 2006, 10:19 PM
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Corporal
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Join Date: Oct 2006
Posts: 55
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Re: Suggestion for Nation Modders...
Quote:
Gandalf Parker said:
We can ask that to be upped. I got 5 max settings upped already.
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If you've got the influence, pleease try to up the number of hero slots (eg, 10 each) (and a way to give them all unique names), as heroes can really exemplify the character of a nation. =p
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