[MOD] Composite Mod by Exavier

Ok :). I'll remove the pic then.
 
exavier hi

wow yousure do work fast - dont get a mental breakdown....that wont be good :)

so heres my mail anyway - keldath@gmail.com
but i bet when you asked me my mail you didnt thought of pubilc your next version, so ill probabbly use the pyton files from there...

anyway - my next mission, is to combine green mod with yours, wish me luck...
 
Exavier said:
-Added Patriot Mobile AA System using models released by patch v1.52
-Changed Howitzer to Artillary model that came with v1.52
There were unit models that came in the ... patch?

Interesting, that would explain why the size was so large...I guess they're planning on implimenting a modern artillery and air defense unit then?
 
hi exavier - i looked over the cveventmagaer.py, and i compared it to the v1.5 - i noticed that you took down this two part from it, i wonder what do they mean... arnt they connected to mp?

self.bDbg, self.bMultiPlayer, self.bAlt, self.bCtrl, self.bShift, self.bAllowCheats = argsList[idx:]

if ((not self.bMultiPlayer) and (pCity.getOwner() == CyGame().getActivePlayer())):

and another thing - why the enlarged version wont be good for mp? just for my knowlge - i mainley use the small.
 
@keldath - honestly I dono what they mean but I am betting they are tied to the prossess of multiplayer. I don't know python very well and in fact I still haven't done the CvMainInterface.py (sp?) thats in the screens directory yet... it still has alot of pre v1.52 data in it but every time i try to fix that I ended up making it unloadable so i had to revert.

I haven't been informed by anyone wether or not the NG version is compatable with the normal version in MP games. If both players are using the NG version it will work fine. But I am not sure if having 1 NG user and 1 normal (smaller graphics) version trying to play the same game together will work... there is only about 4 lines of code difference between the 2 but I haven't tested it for OOS errors yet :P
 
@keldath - I may have... If I did it was because it was in one of the mods I merged lol... I could look at it and find out lol.

Though I think if you turn did the NoMovies=1 thing in the games ini file it kills the spashes as well... but i am not sure (thought i read that somewhere).
 
Yeah, I think you did ;) (noticed the absence of both) but it is quite nice! I love playing without it (the game is somehow faster)!
 
exavier
ok,
i think each player have to have the same exact mod anyway for it to work.

i saw in one of the pyton files that theres a sentence notechsplash=false - it think... i try to work it with trail and error.

by the way did you acctually tested your mod on mp?
 
@keldath - This version of my mod I haven't had time to test it MP... Mainly because I haven't actually had time to sit down and play in a cpl days. I play about 95% of my games in an MP enviroment.

As for if your wondering if this version really is stable for MP use... It should be. Most of the changes I have made effect the interface only and not really anything else. The only Mod I added that might cause an MP instability is the Tech Conquest Mod... But untill i get some feedback or test it myself I assume it is.
 
exavier -
maybe theres a bug in the new version -
the u-boat - there is missing text: txt_key_uboat - its the last text on the
charaicristics that u can see about the u boat.
plus i dont know if i did but - electrical manipulation has nothing that can be built there...

exavier maybe you can help -im having trouble mixsing the pyton files -
if u just can take a look in 3-5 files too see what can i overwrite and what to add..?
 
@keldath - I can't look at any files (nor tell what files Tech Conquest uses) untill I get home later tonight. I am at work atm.

I'll have to look into the U-Boat... is it the Unit Name (what yo usee above the unit or when you go to build it), Stratagy (I don't have it on any of the units I added), or the Pedia (only viewed in the Pedia)?

Yea Electrical Manipulation doesn't have naything in there... its a filelr tech is all. I wouldn't worry about it 2 much as I am about 40% done with my Steam Power to Future Tech tree rewrite (minus Pedia files of course) and that tech will vanish when I do.

It depends on the files... actually I think everything i have changed in my mod has: (But this is something I started doing after I merged in snaif's mods and realized it was a good idea)
#####################
## Start Modification Block ##
#####################

#####################
## END Modification Block ##
#####################

around it so it stands out. I am not very familure with python in general and alot of it is hit or miss (it works or it doesn't) when merging files. The one I haven't been able to update to v1.52 is the CvMainInterface.py in the Screens file... for some reason everytime i try I just break it lol.

As for actually looking at the files it really depends on how beat I am when i get home :P
 
hey sevo - as i told you i did a conversion to your mod with mine,
as i was going on all the files and tested it - i found that you had an error with one text file - of the ww2battleship - in the civilopedia enrty on attack catagory bonuses - so after a lot of work to fingout whats wrong - i fixed it,
so here is the corrected files - my new entry is at the end of both files.

another bug - or maybe you intented for it to be like that...is that theres
nothing to do with electrical manipulation - you didnt put there somthing on perpas?

another bug is the size of the tech "box" you should enlarge it for the amount of turns to stay in the "box" limits

http://rapidshare.de/files/10734372/GameTextInfos_NewUnits.xml.html
http://rapidshare.de/files/10733854/CMGameTextInfos_NewUnits.xml.html
 
hi
i didnt saw yout answer - i keep the explorer on all day and only refresh it when i post somthing...:)

anyway
its ok !! i didnt mean for you to dedicate it preciuos time... only when u can -
its just going throu the eventmanager and maininterface thats all.... no pressure...:)

so anyway problem fixed with the battleship/uboat.
bout the pyton files ithink i did a good job with them - now im gonna test the new converted mod that i did and next is the green mod..

here what i did so far with your mod:
*inqusitor
*fx bigger longer - only mammoth map size and clocktime
*next level
*lost wonders
*ancient era music
*random events

that so far... when you post your ne tech tree (hopfully with much new xml - it will save me time on merging ...:) ).
if yould like i can transfer it to you at any time.

till next time...
 
Good mod,but i can't change the name of any unit.It's a small bug or an intended feature?
 
@keldath - Ahh now i know what you where referring to on the U-boat... I forgot about the bonuses when I renamed the ships from WW2 to their current names :P

lol out of curiosity why are you adding so many other things to my mod? just because? lol. though only Lost Wonders and parts of Next Level mod are in the planned future atm lol.

@Axlwolf - hehe thanx... Thats actually a bug I can't seem to track down lol. Its tyed into the python code and came with one of the mods I merged in (not sure which one though). I guess you could probobly call it a feature now as i have all but given up hope of finding the thing lol.
 
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