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April 17th, 2010, 06:41 AM
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Corporal
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Join Date: Jun 2008
Posts: 86
Thanks: 4
Thanked 5 Times in 4 Posts
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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?
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April 17th, 2010, 07:37 AM
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Corporal
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Join Date: Feb 2010
Location: Winston, OR, USA
Posts: 87
Thanks: 153
Thanked 12 Times in 6 Posts
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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.
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April 17th, 2010, 04:15 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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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.
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April 17th, 2010, 05:58 PM
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BANNED USER
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Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
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Re: combineMods.py
Quote:
Originally Posted by Ragnarok-X
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.
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Well, the last time I used Windows it was called 3.1 so I'm not really sure. If you can get a *DOS terminal* or some such and change to your mod directory, then 'combineMods.py 3 lateera.dm sitemod.dm my_spiffy_new_modname'... I think (.dm names approximated). Really could use some help from savvy windows users out there... if you've used this script how do you do it?
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April 17th, 2010, 06:11 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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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.
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April 18th, 2010, 08:53 AM
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Corporal
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Join Date: Dec 2006
Location: Jotunheim
Posts: 66
Thanks: 7
Thanked 7 Times in 7 Posts
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Re: combineMods.py
Quote:
Originally Posted by pyg
Quote:
Originally Posted by mehrunes_dagon
spent many hours playtesting a middle-age combination
noticed that the script gave two units the same number, so AI player hired a powerful unit for zero gold. The units are
"Chaos Warrior Chariot"
"Keeper of Secrets"
and the mod is "chaos undivided"
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Interesting. If they have the same ID number then one should just overwrite the other. It shouldn't be changing other aspects (at least cost) of the unit. Can you post the .dm into this thread so I can try and figure it out?
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not sure which .dm you want me to post.
Attempting to give them all, together with the script
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April 18th, 2010, 12:49 PM
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BANNED USER
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Join Date: Jan 2009
Location: a small farm
Posts: 340
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Thanked 103 Times in 42 Posts
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Re: combineMods.py
Quote:
Originally Posted by mehrunes_dagon
not sure which .dm you want me to post.
Attempting to give them all, together with the script
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That was enough information for me to figure it out. It seems like some of my negative lookahead assertions were broken. I think it's fixed now and updated in the first post.
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May 14th, 2010, 10:22 PM
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BANNED USER
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Join Date: Jan 2009
Location: a small farm
Posts: 340
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Thanked 103 Times in 42 Posts
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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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