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January 31st, 2008, 01:56 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Bow down before megamod_late
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.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Last edited by lch; August 27th, 2008 at 11:16 AM..
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January 31st, 2008, 01:57 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Bow down before megamod_late
Placeholder to discuss the modifications I will be making to these nations.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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January 31st, 2008, 04:29 AM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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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.
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January 31st, 2008, 04:54 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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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.
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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.
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January 31st, 2008, 08:20 PM
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Sergeant
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Join Date: Aug 2007
Posts: 203
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Re: Bow down before megamod_late
No Reborn Ulm :-(
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February 1st, 2008, 02:21 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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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.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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