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  #1  
Old April 17th, 2010, 05:40 AM
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kennydicke kennydicke is offline
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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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Old April 17th, 2010, 06:12 AM

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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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Old April 17th, 2010, 06:41 AM

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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?
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  #4  
Old April 17th, 2010, 07:37 AM
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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.
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  #5  
Old April 17th, 2010, 04:15 PM
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Ragnarok-X Ragnarok-X is offline
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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.
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  #6  
Old April 17th, 2010, 05:58 PM

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Default Re: combineMods.py

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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?
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Old April 17th, 2010, 06:11 PM
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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.
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  #8  
Old May 14th, 2010, 10:22 PM

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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.
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