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  #1  
Old February 28th, 2009, 01:34 PM
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Default Re: Nation Library

Quote:
Originally Posted by pyg View Post
So I'm feeling quite good about Kailasa and LA Ulm being reasonably good copies now. I would appreciate any tips about how to remove pretenders from a nation choice as that is currently the only known bug... maybe we can call it a feature Would very much appreciate testing and bug finding.
See your problem before... give the pretender you want to remove from the pool a tag to be a restricted god for independents, nation number 25 or something?
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  #2  
Old March 1st, 2009, 12:04 AM

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Default Re: Nation Library

Just to show how simple it is to put a mod together with this new framework, the following snippet creates a mod of 3 Kailasa and 3 LA Ulm players. The posted version of dmg.py has not been updated yet, and won't be for a bit as I'm still working on it.

Code:
#!/usr/bin/env python                                                                                                       
# -*- Mode: Python; tab-width: 4 -*-                                                                                        

from dmg import D3MNation, D3M
from dmg_nations import *

era = 1
new_mod = D3M(era = era, modname = "AnyAny Kailasa/Ulm")
new_mod.remove_default_nations()
new_mod.add_nation(EA_Kailasa.get("My Kailasa", None))
new_mod.add_nation(EA_Kailasa.get("No, My Kailasa", None))
new_mod.add_nation(EA_Kailasa.get("Going Bananas", None))
new_mod.add_nation(LA_Ulm.get("CountCountCount", None))
new_mod.add_nation(LA_Ulm.get("Ulm, are you, ulm, sure?", None))
new_mod.add_nation(LA_Ulm.get("ULM FANATIC", None))
print new_mod
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  #3  
Old March 1st, 2009, 12:41 PM

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Default Re: Nation Library

Well I'm certainly filling up this thread with my thoughts... so I'll just keep doing that!

If only been modding for about a week and am still learning a lot. I've recently become mostly certain that there is no way to copy certain dominion effects of certain nations inc. LA Ermor, LA R'yleh, MA C'tis, MA T'ien Ch'i, and probably a few others I don't know about. If so, I am not as interested in this project anymore as it means it will be permanently incomplete. I also have certain other complaints, like why only 799 newmonster unit ids? I'm bending over backwards to work with such a limited range. Why not, for example, a 64 bit integer or (~800 < something < infinity). Many other modding variables also have very narrow ranges. Wow, I really sound whiny.

Anyway my random nation generator using units from the independents is still pretty fun.
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Old March 1st, 2009, 06:38 PM
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Default Re: Nation Library

Quote:
Originally Posted by pyg View Post
I also have certain other complaints, like why only 799 newmonster unit ids? I'm bending over backwards to work with such a limited range. Why not, for example, a 64 bit integer or (~800 < something < infinity). Many other modding variables also have very narrow ranges. Wow, I really sound whiny.
Only 800? Wow, that has really dwindled down. I wonder how many units have been added since release?

Any way, most modding limits could be circumvented if there was an easy way to separate mods by age. As an example, if mod doesn't use any Early or Middle age nations, that's several hundred unit IDs that are now free. I don't think anyone has made a list that shows what IDs are only used in a spesific era, but it shouldn't be too difficult.

I think LA Ermor can be duplicated, after the last public patch. It added commands for lots of dominion-related things. You are right, though, there are many small and not-so-small dominion effects that are often forgotten about. Abysia spreads heat outside their dominion, some nation(s) does the same for cold, Arcoscephale gets better scout reports inside friendly dominion, MA Agartha's dominion increases hitpoints of constructs...
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