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Re: combineMods.py
That's sad :( I was trying to make a single age mod with all the nations plus 10 mod nations, but it seems I am out of luck then :(
Why this arbitrary limit, anyway? |
Re: combineMods.py
"Programming ain't easy, but it sure is fun."
It's has to do with programming. I'm not versed enough to explain further. |
Re: combineMods.py
I dont quite understand how to use it. I have python installed, from Civ 4. I now want to combine a mod (Sombre lateera mod) with the magic site mod. How would i go about doing this ?
When i open the .py files, notepad++ is used. |
Re: combineMods.py
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Re: combineMods.py
In that case, creating a .bat should work...but it doesnt. When i run the batch, notepad still opens up the combinemods.py instead of actually doing something relevant.
Perhaps someone else will post. thanks for your time so far. |
Re: combineMods.py
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Attempting to give them all, together with the script |
Re: combineMods.py
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Re: combineMods.py
With the help of lch I made a fairly major change to DMG/combineMods.py which gives some extra room for modding spells by overwriting unused national spells. Previously there were ~136 spell slots but by overwriting unused national spells EA mods can have ~252, MA ~225, and LA ~168. By removing all the default nations and playing with just mod nations you can now have ~353 spells. This hasn't been tested all that much but appears to work. More details here.
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