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August 5th, 2007, 03:03 PM
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Join Date: Feb 2007
Location: R'lyeh
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Re: New Game: Mods over Europe (recruiting players
If you can wait some hours then we'll have the complete mod ready.
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August 5th, 2007, 03:51 PM
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BANNED USER
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Re: New Game: Mods over Europe (recruiting players
Don't know where the original is gone, but attached is a version from me. It should be identical, but with some minor bug or something fixed and lacking a bit of the documentation.
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August 5th, 2007, 03:59 PM
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Major General
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Join Date: Jan 2004
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Re: New Game: Mods over Europe (recruiting players
I'll just wait for Ich's version
You know, I wish the mods exsisted in single folders. I think it was a big mistake to design the mod system so that you have a folder + a file outside the folder. It's very difficult to keep track of which files outside the folder belong to which mods, making cleaning up old/irrelevant mods difficult.
Jazzepi
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August 5th, 2007, 09:52 PM
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Join Date: Feb 2007
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Re: New Game: Mods over Europe (recruiting players
Status on the combined script:
Directory structure is prepared.
Nation IDs are aligned.
Namespaces are no trouble.
Unfortunately, monster, weapon and site IDs are used twice in quite a lot of cases, and not just for some mods. I tried to use a script by DrP to automate the reassignment of IDs, but it does not work too well (in particular with copystats), so I'll have to do it by hand. I'll catch some sleep before that.
After that, there are two more hurdles: description texts and sprites. I hope that there aren't too many of those...
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August 5th, 2007, 11:49 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: New Game: Mods over Europe (recruiting players
What are the copystats that it doesn't work on?
If copystats isn't one of the fields it recognizes, you just add it to the list of fields for monster IDs and it'll swap out the copystats ID with the indexed ID; if you can bounce me the input I can try it myself and see if something else is wrong.
__________________
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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August 6th, 2007, 07:54 AM
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Join Date: Feb 2007
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Re: New Game: Mods over Europe (recruiting players
Quote:
DrPraetorious said:
What are the copystats that it doesn't work on?
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There are a lot of copystats for unit id 2170 in Sombre's mods, Avernum for example but others aswell, and after mod mixing that ID is suddenly overwritten by the Enthralled Villagers from Sanguinia. Also, your script does not filter out multiple #modname, #description, #icon, #version, #domversion tags. I stopped checking for more after that.
On second thought, I think the copystats in Avernum may be an error. Sombre only defines the monster ID 2170 in Skaven.dm. I'm not sure if he doesn't copystats from CBcomplete somewhere, though, and it looks like your script does not fix copystats which happen across different mods.
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August 6th, 2007, 08:44 AM
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BANNED USER
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Re: New Game: Mods over Europe (recruiting players
You're correct, it's an error in the avernum dm. Here is how to fix it.
Change all instances of 2170 in Avernum to 2797.
Then add this code to it.
#newmonster 2797
#copystats 1447
#armor "nothing"
#end
It's designed to give partial darkvision without getting a bunch of unwanted armour.
I'll update the files in the forums and let people know to redownload.
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August 6th, 2007, 08:44 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: New Game: Mods over Europe (recruiting players
ID reassignment is finished.
No sprite errors were encountered.
I had to scrap a lot of descriptions, will upload the combined mod shortly.
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August 6th, 2007, 11:45 AM
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General
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Join Date: Feb 2007
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Mod is ready
Okay, here is the combined mod that we're going to use for playing: deleted, use the one from http://www.shrapnelcommunity.com/thr...?Number=542057
Download and unpack into your mods folder. You only need to enable the "Mods over Europe" mod and create a new Mid Era game. You'll notice that the nation descriptions and national pretender descriptions are missing aswell as some descriptions of new units in the game. I tried to remove only redundant, useless or rarely encountered stuff, but since Dom3 has a severe limitation of description texts for mods, I had to scrap quite a bit.
If you want to see all the description texts for your nation for playtesting, go into the "ModsOverEurope-testing" folder and move the CBcomplete_1.2.dm file and the file for your nation into the mods folder, then enable them both in the mod preferences instead of using the "Mods over Europe" mod.
If you encounter some grave error, game crashes or similar, then please report them immediately. Your pretender files are in your savedgames/newlords folder. I expect that you create your pretender over the next days now and send it to me by Wednesday at the latest, together with the password you have chosen for it.
P.S.: You don't need to have any mod other than "Mods over Europe" enabled. You only need to enable the CBcomplete mod when you want to use your nation exclusively to see all the descriptions.
P.P.S.: If you want to use one of your national pretenders, then please tell me about it. I will add his description text to the final mod and remove some others instead.
Last edited by llamabeast; June 7th, 2009 at 05:58 AM..
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August 6th, 2007, 11:57 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Mod is ready
The map I will be using has around 100 land and 35 water provinces. That means 12.5 land provinces per player on average. I could maybe divide some of the provinces to increase the number, if somebody thinks that's not enough.
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