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  #31  
Old June 2nd, 2009, 10:37 AM
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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?
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  #32  
Old June 2nd, 2009, 03:52 PM

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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.
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  #33  
Old June 5th, 2009, 11:36 AM
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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?
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  #34  
Old June 5th, 2009, 12:02 PM

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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!).
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  #35  
Old June 7th, 2009, 05:29 AM
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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.
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  #36  
Old July 15th, 2009, 06:24 PM

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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?
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  #37  
Old July 27th, 2009, 11:57 PM

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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..
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  #38  
Old July 28th, 2009, 02:55 AM

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Default Re: Script for combining multiple mods

No, I don't know a way to make a stand-alone executable.
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  #39  
Old July 28th, 2009, 08:39 AM
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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.
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  #40  
Old November 3rd, 2009, 06:10 AM
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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
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