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  #21  
Old November 11th, 2007, 07:18 PM
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Default Re: A request to the developers: raise the unit li

The complete blocks of script for each LA nation go like this...

#selectnation 49
#era 0
#end

Etcetera

I would have thought the #era 0 command would move the nation to a nonexistent era, not having any effect on the sprites, descriptions etc. But so far, the test game I am running is allowing me to use all my mods that were causing the crash before. I am going to run more test games because I don't trust the results, but time will tell if it works or not.

If other people would test it with their truly mega megamods, it would probably yield conclusive results faster.
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  #22  
Old November 11th, 2007, 07:36 PM
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Default Re: A request to the developers: raise the unit li

This would lift the problem ENTIRELY. This is big, I'll try it right now with my combined mod nations mods that made trouble.
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  #23  
Old November 11th, 2007, 07:42 PM
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Default Re: A request to the developers: raise the unit li

Doesn't work for me. I tried removing nations 40-50 before the defining the mod nations in ModsOverEurope, but I get this same error here:

Code:
***** Error sprnbr 512, max 271, file 23
N�got gick fel!
sprnbr too high for this file
N�got gick fel!
sprnbr too high for this file


And the "max" value doesn't change at all when I fiddle around. Please turn on some debugging (-DDD) and check.
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  #24  
Old November 11th, 2007, 07:57 PM
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Default Re: A request to the developers: raise the unit li

Well it was worth a shot. I guess I must have got lucky for some weird reason in my test game.
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  #25  
Old November 11th, 2007, 08:13 PM
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Default Re: A request to the developers: raise the unit li

2nd test game. No crash so far, but I have some missing descriptions that have been replaced with "No Description Available".

I think that is enough proof along with the errors you got that modding out nations does not free up space.
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  #26  
Old November 12th, 2007, 07:53 AM
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Default Re: A request to the developers: raise the unit li

Logically it would not free up space, since the unit array and the descriptions array are separate from the nation array and the array entries don't actually get deleted, they just get deactivated by the mod. In other words, a mod is just an overlay on the base game, a Halloween costume, if you will, but the plumbing is still the same underneath.

The only viable solutions are for the array sizes being expanded in a patch, but that probably entails the ranges of numbers being adjusted as well. IIRC modded unit range was 2000-5000 or something like that, and the number of units in the game already is 1917, so any more big expansions in patches and the base unit range runs into the mod unit range, causing conflicts.

Things could be somewhat alleviated if it was possible to add descriptions separately into an array and then reference them by #description <nbr>, or if existing descriptions could be referenced by #description <monster nbr>, which is how the game handles descriptions (references them from a separate file).

I need to set aside a couple of days for mod related issues, make a coherent list of them and send it on...
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  #27  
Old November 15th, 2007, 08:31 PM
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Default Re: A request to the developers: raise the unit li

How about this? what if Illwinter offered unit-expansion (and maybe some other nice bits they aren't comfortable just adding to the game) in a nice supplimental "Dominions 3, the Goddenning!" modder-friendly expansion pack, and charged us $9.95 for it? I'd pay.

Kristoffer could add maybe 3-4 new nations to the game, along with some supplimentary graphics, and we could hold a contest and vote for the 20 or so mods we'd most like to see added to the expansion-pack, purely for the community "feel-good" factor.

This way, the main game still works on an abacus powered by a gerbil, and nobody is forced into dealing with all those icky mods that apparently make certain people feel very uncomfortable, and the rest of us aren't punished?

And it's not a patch, it doesn't fix anything that's wrong, it just adds features that noone really needs all that very much to have a good time, so nobody has to feel ashamed of making money.

And it doesn't even have to cost a fortune to publish it. Just make it a pay-for-play download off Shrapnel that you need your serial number to access.

I'm sure there's atleast a hundred people here who would eventually spring for it. Atleast a hundred more would probably feel a little better about purchasing Dominions 3 for it being there.
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  #28  
Old November 15th, 2007, 08:53 PM
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Default Re: A request to the developers: raise the unit li

So, it'd be like a regular update, but this time you pay for it? I don't think you'll find many fans for that idea...
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  #29  
Old November 15th, 2007, 09:20 PM
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Default Re: A request to the developers: raise the unit li

No it wouldn't be like a regular update. Regular updates are called "patches". If you read what I wrote, I'm saying, *specifically* "And it's not a patch".
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  #30  
Old November 15th, 2007, 11:28 PM

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Default Re: A request to the developers: raise the unit li

So you get some more nations and units from KO (like the stuff in the patches) and you get 20 mod nations as well?

...

These things are already free. I'd pay a bit of money to get a bunch of modding stuff put in the game, but only if everyone can use it.
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