.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #21  
Old April 17th, 2010, 06:41 AM

nordlys nordlys is offline
Corporal
 
Join Date: Jun 2008
Posts: 86
Thanks: 4
Thanked 5 Times in 4 Posts
nordlys is an unknown quantity at this point
Default 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?
Reply With Quote
  #22  
Old April 17th, 2010, 07:37 AM
kennydicke's Avatar

kennydicke kennydicke is offline
Corporal
 
Join Date: Feb 2010
Location: Winston, OR, USA
Posts: 87
Thanks: 153
Thanked 12 Times in 6 Posts
kennydicke is on a distinguished road
Default 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.
Reply With Quote
  #23  
Old April 17th, 2010, 04:15 PM
Ragnarok-X's Avatar

Ragnarok-X Ragnarok-X is offline
Major General
 
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
Ragnarok-X is an unknown quantity at this point
Default 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.
Reply With Quote
  #24  
Old April 17th, 2010, 05:58 PM

pyg pyg is offline
BANNED USER
 
Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
pyg is on a distinguished road
Default Re: combineMods.py

Quote:
Originally Posted by Ragnarok-X View Post
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.
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?
Reply With Quote
  #25  
Old April 17th, 2010, 06:11 PM
Ragnarok-X's Avatar

Ragnarok-X Ragnarok-X is offline
Major General
 
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
Ragnarok-X is an unknown quantity at this point
Default 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.
Reply With Quote
  #26  
Old April 18th, 2010, 08:53 AM

mehrunes_dagon mehrunes_dagon is offline
Corporal
 
Join Date: Dec 2006
Location: Jotunheim
Posts: 66
Thanks: 7
Thanked 7 Times in 7 Posts
mehrunes_dagon is on a distinguished road
Default Re: combineMods.py

Quote:
Originally Posted by pyg View Post
Quote:
Originally Posted by mehrunes_dagon View Post
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"
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?
not sure which .dm you want me to post.

Attempting to give them all, together with the script
Attached Files
File Type: 7z dm_s.7z (197.7 KB, 149 views)
Reply With Quote
  #27  
Old April 18th, 2010, 12:49 PM

pyg pyg is offline
BANNED USER
 
Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
pyg is on a distinguished road
Default Re: combineMods.py

Quote:
Originally Posted by mehrunes_dagon View Post

not sure which .dm you want me to post.

Attempting to give them all, together with the script
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.
Reply With Quote
  #28  
Old May 14th, 2010, 10:22 PM

pyg pyg is offline
BANNED USER
 
Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
pyg is on a distinguished road
Default 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.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:56 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.