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  #11  
Old April 9th, 2010, 04:29 PM
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Gregstrom Gregstrom is offline
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Default Re: combineMods.py

Agreed.
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A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
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  #12  
Old April 11th, 2010, 02:24 AM

mehrunes_dagon mehrunes_dagon is offline
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Thumbs down Re: combineMods.py

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"

and the commands i ran where
===========================================
#!/bin/sh

target=april_1
#use fixed sitemod with correct incscale

sed -ie 's|/wyvern|/sitemod|g' sitemod.dm

for x in *.dm ; do
perl -pi -e s/\\x0d//g "$x"
done

sed -i -e 's:\\:/:g' angmar.dm
sed -i -e 's:^-.*::g' -e 's-farmlandfort-farmfort-' angmar.dm
sed -i -e s:goodmagiceader:goodmagicleader: themiskyra_MA1.35.dm

/distr/game/Dominions3/utility/combine_Mods.py/combineMods.py \
2 \
sitemod.dm \
BlackTome.dm \
diversity.dm \
CBcomplete_1.6.dm \
themiskyra_MA1.35.dm \
chaos.dm \
Warhammer\ Ogre\ Kingdoms.dm \
Warhammer\ Skaven.dm \
'Cinggis Qayan, Wrath of the Khans.dm' \
TombKings.dm \
$target

===================== end of commands ================
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  #13  
Old April 11th, 2010, 09:51 AM

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Default Re: combineMods.py

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?
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  #14  
Old April 16th, 2010, 11:11 PM

nordlys nordlys is offline
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Default Re: combineMods.py

Uh... can we commoners hope for a compiled executable version?
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  #15  
Old April 17th, 2010, 01:01 AM

pyg pyg is offline
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Default Re: combineMods.py

Quote:
Originally Posted by nordlys View Post
Uh... can we commoners hope for a compiled executable version?
This is just a script so all you need is to have python installed (default on all great OSes). In terms of usability this particular script just emulates this perl script.
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  #16  
Old April 17th, 2010, 01:09 AM

nordlys nordlys is offline
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Default Re: combineMods.py

I have xp, and have no clue how to use it.
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  #17  
Old April 17th, 2010, 01:23 AM

nordlys nordlys is offline
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Default Re: combineMods.py

OK, i even trashed my system with Python, and that's what I get:

C:\Program Files\dominions3\mods>combineMods.py 1 ArgaDis.dm Avernum.dm test
File "C:\Program Files\dominions3\mods\combineMods.py", line 13
"""
^
SyntaxError: invalid syntax

edit: nevermind, I needed a 2.x Python version rather than 3.x

Last edited by nordlys; April 17th, 2010 at 01:35 AM..
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  #18  
Old April 17th, 2010, 03:05 AM

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Default Re: combineMods.py

I am now trying to combine a bunch of nation mods (Arga Dis, Avernum, Themiskyra and the 6 Warhammer nations along with endgame diversity and worthy heroes), and the resulting mod always gives me "name2spell" error until I drop half of these mods from the mix (the various warhammer ones typically cause mischief). What am I doing wrong? Or there is a total mod size limit?
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  #19  
Old April 17th, 2010, 05:40 AM
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Default Re: combineMods.py

Quote:
What am I doing wrong?
There is a limit to the total number of new modded spells: ~120.
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  #20  
Old April 17th, 2010, 06:12 AM

Sombre Sombre is offline
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Default Re: combineMods.py

I will reconfigure some of my mods to take less spell slots. Primarily by taking them from other nations, like LA Pythium.
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