Python in a Mod

Ghost

Warlord
Joined
Dec 31, 2001
Messages
171
what do the python files do in a mod?

I tried to combine some mods and im having problems combining the pythons so can I just delete them?

Are they really that important?

If they are how do i combine them?
 
They manage mostly events and map randomization.

If it's a mod folder, deleting python files ought to be alright, though I don't know your situation. I'm not sure why they'd be there unless you just copy-pasted the entire assets folder into a mod folder.
 
Python is a programming language of sorts. Basically think of it this way: XML affects the values, like changing a warriors power from 2 to 3. Map editing affects the placement of things, and DDS editing affects the appearance of things.

Python, on the other hand, is far more potent in how it can affect things. Depending on how much of the inner workings of the game they exposed(something I haven't fully investigated yet), it could potentially change even the fundamentals of the game, for example changing the combat system to have 2 values like Civ 3, allow you to make cities buildable in the ocean, or pretty much anything else. If they exposed a significant amount of the inner workings of the game, you could end up with flying cities, bridges built across the sea, or even space colonization. The only catch is you would actually have to program these changes, blow by blow, rule by rule, no shortcuts of any kind.
 
well my problem is that I combines the realism mad with slower tech/balances and lost wonders/units and the Mylon Mod.
Now I have a ton of Python fiels that I stuck into the python folder and hoped for them to work.

When I start a game with the new mod my units cant move!?
When I deleted the python files(all of them) it worked again.
So i was wondering how much it will actualy affect my game
 
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