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  #1  
Old August 5th, 2007, 01:55 PM

Sombre Sombre is offline
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Default Re: New Game: Mods over Europe (recruiting players

You need to have CBM 1.1 complete turned on and CBM Avernum turned on to get a CBM game with Avernum in it and balanced accordingly.

Same with all CBM nations I've made :]
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Old August 5th, 2007, 02:51 PM
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Default Re: New Game: Mods over Europe (recruiting players

Can you link me to CBM 1.1? I tried looking in the CBM thread and couldn't find a good link z.z

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Old August 5th, 2007, 03:03 PM
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Default 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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Old August 5th, 2007, 03:51 PM

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Default 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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File Type: zip 541325-CBcomplete 1.1 sombre.zip (45.6 KB, 299 views)
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Old August 5th, 2007, 03:59 PM
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Default 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.

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Old August 5th, 2007, 09:52 PM
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Default 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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Old August 5th, 2007, 11:49 PM
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Default 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.
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Old August 6th, 2007, 07:54 AM
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Default Re: New Game: Mods over Europe (recruiting players

Quote:
DrPraetorious said:
What are the copystats that it doesn't work on?
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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