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-   -   Mod: Bow down before megamod_late (http://forum.shrapnelgames.com/showthread.php?t=37552)

DrPraetorious January 31st, 2008 01:56 AM

Bow down before megamod_late
 
1 Attachment(s)
This is nothing like a final version - it is a test version for comments only and to demonstrate that my script does in fact work!

The only thing it can't handle is new nametypes, which I've simply stripped out. I couldn't figure out what the problem was.

The attachment includes:
* a dm file which combines the following nations:
#name "Blood Elves"
#name "Carthacia"
#name "New Crobuzon"
#name "Fthaqqua"
#name "Fallen Empire"
#name "Theran Empire"
#name "Trade Confederation"
#name "Kharam Dzu"
#name "Machaka"
#name "Helheim"
#name "Eriu"
#name "Sanguinia"
#name "Sylvania"
#name "Teutanion"

* a single folder with all of the artwork. At one point KO mentioned something about case sensitivity, so everthing is lowercase now.

* the latest version of my mod_mixer script.

* a history file so that those with unix-fu can use the script if they wish. It will make no sense to the unitiated.

DrPraetorious January 31st, 2008 01:57 AM

Re: Bow down before megamod_late
 
Placeholder to discuss the modifications I will be making to these nations.

Amos January 31st, 2008 04:29 AM

Re: Bow down before megamod_late
 
I couldnt read the script so I hope you know that the new mod nation numbers have been limited to 72-79.

Endoperez January 31st, 2008 04:54 AM

Re: Bow down before megamod_late
 
9th dec
* Modding: Max number of nations and nametypes increased.

Quote:

#selectnation <nation nbr>

Selects the nation that will be affected by the following modding commands. End modding this nation with the #end command. Nation number is a number between 0 and 94. See table 19 and the two following tables for currently used numbers. You can use number 72 to 79 in order to create new nations without overwriting an existing one. Numbers 23 to 25 are used for various independents and monsters in the game and cannot be used for modding.

I think the latter is just a typo, missed in the mod manual update. In my quick test, changing a mod nation to be nation nr 90 worked out without any problems.

Nikolai January 31st, 2008 08:20 PM

Re: Bow down before megamod_late
 
No Reborn Ulm :-(

DrPraetorious February 1st, 2008 02:21 AM

Re: Bow down before megamod_late
 
You could certainly run the awk script and it should take the reborn ulm mod with no problem - but isn't the reborn ulm mod a nation *replacement*?

If it just adds units to the existing LA Ulm I might consider including it with my black tome mod, but if it replacees a nation (as opposed to adding a nation) obviously it doesn't go in the modpack.


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