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

This Month's Specials

The Star & the Crescent- Save $9.00
winSPWW2- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #31  
Old June 2nd, 2009, 10:37 AM
Amonchakad's Avatar

Amonchakad Amonchakad is offline
Corporal
 
Join Date: Jan 2009
Location: Modena, Italy
Posts: 192
Thanks: 27
Thanked 21 Times in 10 Posts
Amonchakad is on a distinguished road
Default Re: Script for combining multiple mods

After learning a little on Ubuntu and Perl I managed to make the program work...awesome job you did there,Llama!
Just one thing...about the need to set a single age,can it be manually modified in the final mod file to have,for example,some of the new nations in early,some in middle,and some in late?
Reply With Quote
The Following User Says Thank You to Amonchakad For This Useful Post:
  #32  
Old June 2nd, 2009, 03:52 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Script for combining multiple mods

Great, good job on working out how to use it! The ease of running things like perl scripts on linux is a big plus to my mind.

Yes, it's very easy to change what era nations appear in. The mod command is #era, 1 is early, 2 is middle and 3 is late. So just search for the #era lines in the finished mod and change them however you'd like.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
The Following User Says Thank You to llamabeast For This Useful Post:
  #33  
Old June 5th, 2009, 11:36 AM
Amonchakad's Avatar

Amonchakad Amonchakad is offline
Corporal
 
Join Date: Jan 2009
Location: Modena, Italy
Posts: 192
Thanks: 27
Thanked 21 Times in 10 Posts
Amonchakad is on a distinguished road
Default Re: Script for combining multiple mods

After using your script to merge 6 mods, I've noticed that, while it reorders the unit IDs, it doesn't change the ID of the units recruited from sites(they still use the ID from the original mod), so I had to manually change the IDs in the site description.
I suppose it's a bug?
If it is,is it fixable?
Reply With Quote
  #34  
Old June 5th, 2009, 12:02 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Script for combining multiple mods

It is indeed a bug, or rather an omission. In writing the script I had to try to think of every possible thing that there might be in a mod, and write a bit of code for it. I thought I had got everything (in my first released version I missed *loads* of stuff), but it turns out that I missed this. The Unsanity game hit the same problem, and also fixed it by hand. I can fix it easily enough, it will just be a couple of weeks before I have time probably (I am in mega PhD crunch time at the moment, and clearly shouldn't be on the forums!).
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #35  
Old June 7th, 2009, 05:29 AM
lch's Avatar

lch lch is offline
General
 
Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
lch is on a distinguished road
Default Re: Script for combining multiple mods

Amonchakad, there's another piece of software, this time coded in Python, that does similar things like this Perl script, concerning combining nation mods only(?) by pyg, in case you want to try it out:

http://forum.shrapnelgames.com/showthread.php?t=42530
http://forum.shrapnelgames.com/showthread.php?t=42415

It requires a bit of programming knowledge from the user to use it, but it's wonderful code and a very interesting concept to create multi-nation mods or games.
__________________
Come to the Dom3 Wiki and help us to build the biggest Dominions-centered knowledge base on the net.
Visit my personal user page there, too!
Pretender file password recovery
Emergency comic relief
Reply With Quote
  #36  
Old July 15th, 2009, 06:24 PM

Zeldor Zeldor is offline
General
 
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
Zeldor is on a distinguished road
Default Re: Script for combining multiple mods

I am getting lots of that "#damage llamaspell15_" etc stuff, trying to join few mods, including Holy War, any ideas?
__________________
谋事在人,成事在天。

LA Agartha guide
Reply With Quote
  #37  
Old July 27th, 2009, 11:57 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Script for combining multiple mods

hey llama - any chance of a windows executable....
I'd like to make a bat program that allows you to choose portions of .dm files.

to do this, I need to be able to selectively (and repetetively) renumber. I'd like to use your program to do this.

However, active perl is too big to distribute; and to difficult for the casual user..
Reply With Quote
  #38  
Old July 28th, 2009, 02:55 AM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Script for combining multiple mods

No, I don't know a way to make a stand-alone executable.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #39  
Old July 28th, 2009, 08:39 AM
Stavis_L's Avatar

Stavis_L Stavis_L is offline
Second Lieutenant
 
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
Stavis_L is on a distinguished road
Default Re: Script for combining multiple mods

Quote:
Originally Posted by llamabeast View Post
No, I don't know a way to make a stand-alone executable.
Disclaimer: I've never done anything with Perl.

However, this page http://perldoc.perl.org/perlcompile.html

...indicates that Perl comes with a module that can spit out C code, which can then be compiled into a standalone executable.
Reply With Quote
  #40  
Old November 3rd, 2009, 06:10 AM
Amonchakad's Avatar

Amonchakad Amonchakad is offline
Corporal
 
Join Date: Jan 2009
Location: Modena, Italy
Posts: 192
Thanks: 27
Thanked 21 Times in 10 Posts
Amonchakad is on a distinguished road
Default Re: Script for combining multiple mods

Llama, did you fix the site recruitables bug? I'm once again trying to merge some mods, and I wanted to know if your script could be used
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 08:17 PM.


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