Modules?

lemonjelly

Modding For Ethne
Joined
Jan 5, 2008
Messages
864
Location
UK
So, I was looking through the WildMana modules, seeing what things I could ahum, borrow :mischief: for Fallen Ages. Merged all the python, thats all good, copied all the modules across, then started deleting the ones I didn't want.

Load it up, bam, error! Looking at the xml files, it turns out all the modules are connected together, so they aren't truly modular. Another thing, there seemed to be multiple copies of the same schema in almost all the modules. Is there a reason that the modules are set up like this?

Oh, is there a tech prerequisite for seeing the Elohim purity counter so I can see whether the merge is working?

And, the new Amurite Traits (the mastery ones) is there a reason you used python to apply the promotions when you could do it in the xml?

Thanks, and great work, the ideas in these modules are really good :D
 
you need priesthood afaik to see the counter
just give it to you in the world builder
 
the only requirements for the elohim counter is that it be above 0 (as soon as it is above 0, it shows).

Sorry, can't help with the other questions

-Colin
 
yeah, a few Modules XML might depend on other modules XML. Nothing critical though IIRC.

Some of the Promotions of the Mastery Traits are given only when specific criteria are met, so the freepromotion tag from the traits doesn't do the job.
 
Uhm, regarding Elohim Purity Counter, which py files are (is?) regulating this (increase/decrease/effects)? I tried to search all the py files using notepad+ and couldn't found any. I would like to, uhm, borrow it too :D

Thanks!
 
most of the Python added by this mod is modular and in Contrib\CvFFHPLUS.py. for the Elohim counter you also need to modify CvMainInterface.py to make it show up.
 
Ah, I couldn't understand why them traits were in python :)

It would be nice to know what modules are truly modular though :)
 
Ah, found the ElohimFunction. So I should copy your doTurnElohim into CustomFunctions.py then add a command to activate it under onBeginPlayerTurn in CvEventManager.py, right? And to make the counter visible I need to modify CvMainInterface.py?

Do you mind if I add this into my modmod?

Thanks before :D
 
you can add anything from wildmana into your mod, no need to ask.

good luck merging and if you encounter a problem just ask :)
 
Back
Top Bottom