View Full Version : Patch 3.19 and Mods


Ajidica
Jun 10, 2009, 03:24 PM
Does anyone know if patch 3.19 (Just released) breaks or effects mods badly?(Especialy Final Frontier as I'm working on a mod for it) And if it does break mods is it just an XML change, python change, or a restart the mod change?

deanej
Jun 10, 2009, 04:21 PM
From my experience with prior patches, it should load fine, but without 3.19 changes (as Final Frontier does not use the SDK). However, there are a TON of XML and Python changes that should be implemented.

Ajidica
Jun 10, 2009, 04:24 PM
What would I have to do to make it work with 3.19, or should I start over?

deanej
Jun 10, 2009, 04:39 PM
Just include all the changes introduced in 3.19. You'll want a file comparison utility.

Ajidica
Jun 10, 2009, 04:51 PM
Sorry if Im sounding like an idiot, but how exactly do I do that with winmerge without it highlingting every file difference where I renamed something?

Lord Tirian
Jun 10, 2009, 04:56 PM
Sorry if Im sounding like an idiot, but how exactly do I do that with winmerge without it highlingting every file difference where I renamed something?You could compare each file from 3.17 and 3.19 instead of 3.19 and your mod. Then you know what 3.19 changed in Final Frontier and you can note down the changes and then put them into your mod.

This, of course, requires making a copy of the FF folder before you make the install.

Cheers, LT.

deanej
Jun 10, 2009, 04:59 PM
If a file has so many things highlited that winmerge is unuseable, either it read the file wrong or you have so many changes from the base version that whatever changes are there are likely specific to Final Frontier and not 3.19.

Word of advice: when renaming things, keep the XML identifier (ex: CIVILIZATION_NEW_EARTH) the same and only change the text string. It makes it far easier to work with the Final Frontier code since so much is hardcoded in python.

Ajidica
Jun 10, 2009, 05:27 PM
Yeah, I kept that python the same and such, but for alot of stuff I changed like civs themselves and such. I don't think there will be that much XML and FF python changes, the patch sounds like it is mainly bugfixing and debugging the dll, not new XML and python.

deanej
Jun 10, 2009, 07:15 PM
Check for anything marked as modified on 5/14/09 for what has changed; there are a TON of XML and python files like this (no idea why); civs and leaders are not affected, but traits are.

Ajidica
Jun 10, 2009, 07:46 PM
Thanks, what I'm going to try and do is merge RevDCM (once its for 3.19) with Final Frontier to get a real epic space mod. (I also then have an excuse to include Omnius and better represent the fall of empires.)

ruff_hi
Jun 11, 2009, 10:28 AM
FYI: The BUG mod works fine with 319. There are some slight differences that we will be rolling into BUG but nothing earth shattering.

Details here http://forums.civfanatics.com/showthread.php?t=323851

General Tso
Jun 11, 2009, 11:08 AM
Thanks, what I'm going to try and do is merge RevDCM (once its for 3.19) with Final Frontier to get a real epic space mod. (I also then have an excuse to include Omnius and better represent the fall of empires.)

I'm not familiar with RevDCM, but I'm very interested in getting Dales Combat Mod to work with 3.19 since my mod uses it. Does RevDCM use Dales Combat Mod? If so are you aware of any plans to upgrade DCM to 3.19 or is RevDCM going t o be upgraded without upgrading the vanilla DCM?

mechaerik
Jun 11, 2009, 05:46 PM
Yes RevDCM does use DCM.