Mod switcher

@impaler
aah...i have not read it propperly enough :)
i thought it is a programm like the one for ctp2 where i can simply choose the mod i want and start. but when it is able to mix 2 mods then it sounds cool :)
 
I'm back at my own apartment with my Windows dev box. Expect bugfix version 0.3.1 to be up later today.

Roetghoer: No, I haven't. And unfortunately, I'm not sure if I have time to keep track of two forums... However, feel free to distribute the program at other forums as long as you give me proper credit for it and post a URL to this thread so users will be able to get the latest version.
 
Even with the bugyness of the current version I have been semi-succesful in using it to modularize the Mod I am currently working on. I'm adding 9 buildings (some are my design some I borrowed from other mods) and I keep each one in its own stand alone mod folder I compile and merge them into customAssets as I test and debug each one. I find that when ModSwitcher is adding a new element to the game it works very well. On the other hand certain types of alterations are being lost someware butting the compiling or merging.

I can consistently get a crash when I try to compile this New Trait Unit Changes which changes a number of units (navel units, missionaries, settlers, workers, recon) specialunit field. Specificaly it always crashes after the Indian Fast worker or atleast thats the last thing displayed in the console.

I also notice inconsistent merging of files that have alterations more then one level deep, for example when I tried to add more unitcombat types to the aggressive trait they dont end up in the final output though new traits are successfully incorporated. Likewise truncation of elements in a mod
<Element>
<subelement>VALUE</subelement>
<subelement>VALUE</subelement>
<subelement>VALUE</subelement>
</Element>

<Element/>

Dose not seem to work. Hope this feedback is usefull for you I absolutly love this program :D
 
I think I have fixed that too in 0.3.1. You'll have to wait a couple more hours to get your hands on it.
 
Hi,

It has some difficulty with the Lost Units mod, both in combination with other mods as well as stand alone through civmodder. Game itself crashes on XML initialisation.

EDIT: LostUnits standalone:
http://www.filefactory.com/get/f.php?f=f44e5758f8a18253a940cfcc
and A combo with the Netherlands:
http://www.filefactory.com/get/f.php?f=0ed509eab4c76e91c699b747

Both gave me init failures of the game, most definitely the Lost Units failed.
Combo of Greenmod and Netherlands went just fine
I hope it's usefull.

Game 1.52
civmodder 0.3.1
 
Hm... That might be due to the patch again... I'm using Lost Units in combination with a load of other mods with 1.09 and it works fine. I'll investigate this problem when I get my game patched to 1.52.
 
Ya, Lost Units is causing some sort of problem at XML load. I had it with 3 other mods and it kept crashing, dropped it and the other 3 loaded just fine.
 
hi all

what i am able to do with modswitcher is only to combine simple modswith nounits or bulding - its basiclly just copy files from one mod to another and when its detect two files of the same type - it wont continue (mostly unit files buldings and civilization files)

any new version will come out that would be able to do full combine with mods?
 
i want to thank you for making this. i have now spent all night combining mods and have 80 playable civilizations with over 200 leaders in my mod


thanks, you rule
 
I can't get it to work. In the OP you said when two files conflict I should just delete one. So I do that, hit refresh, and then try to apply it again and the same message comes up saying that the same files are conflicting even when one of them is deleted.

Has anyone else had this problem?
 
Yes, are you still working on this project? I never really play with a single mod and have put hours and hours into combineing various mods and recombining certain mods with certain other mods and have ended up with many copies of the same data in diferent combinations. This program would simplify things so much.

And just an idea, but what if the program could compile a list of the units, buildings, civs, ect in each mod and allow you to pick out parts of each mod and put them together in a new mod. Granted this would be a little more work and might go along with the editor part of the prog as you would have to worry out tech prereqs and such for the stuff you bring in.

Well anyway, hope you haven't abandoned this program, it looks to be a very cool addition to the CIv world. :>
 
Bump x2!

I started a petition for a program like this! Pu-leease don't let it die! Its just starting to rock!
 
Yay, keeping the dream alive. The thing is, a lot of released mods are really components - individual mods that only change one small aspect of the game. I imagine that lots of people want to use more than one of these component mods (I know I do). It's not just a case of comparing and editing XML files either - there's python files, .dll files, and so on. Is there anyone who could continue on with this fine project (even if that means starting from scratch)?
 
I would love to continue it (hopefully not from scratch), now that the SDK exists it might even be possible to incorporate the whole thing into the DLL. Currently though my mod work takes me elseware, I will want to revisit this when I am more skilled or when the original author releases their source.
 
I'm back!

I guess I just kinda disappeared back there... I got some other things to do and subsequently forgot all about Civ4. You can thank Impaler for reminding me of its existence. Now I've got some more free time though, so I could continue playing it and working on this program as soon as I finish Dungeon Keeper 2.

Impaler: I can give you the code if you want to try turning this into a dll. Getting the relevant parts out of my code shouldn't be too hard, but I have no idea how hard it is to integrate it with Civ4.
 
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