Sto
Should i code today ...
Because I do not achieve to create units properly defined in the generation of a map script, I have decided to create a small MOD (total war) . It seems that the data base is not structured before the end of the generation of the map script... or almost , just an entry for the player(0) in 'def startHumansOnSameTile()')
But , i need to override 'CvEventInterface.py' wich is used by most of the MODS i play . So i try to create my own , putting it in 'custom assets' ,that can call the 'CvEventInterface.py' defined in the MOD . I try to map the file , eval() , execfile() , __import__() ... off course these don't work with my lack of python experience programming.
So , i would like to know if such a thing is possible ,without editing by the hand the original 'CvEventInterface.py' used by the MOD . I also don't understand why most of MODS override 'CvEventInterface.py' just to call 'CustomCvEventManager.py' instead of just override 'CvEventManager.py' Like in FFH or GREEN MOD (Is there an interest to do that ?)
Thanks , tcho!
But , i need to override 'CvEventInterface.py' wich is used by most of the MODS i play . So i try to create my own , putting it in 'custom assets' ,that can call the 'CvEventInterface.py' defined in the MOD . I try to map the file , eval() , execfile() , __import__() ... off course these don't work with my lack of python experience programming.
So , i would like to know if such a thing is possible ,without editing by the hand the original 'CvEventInterface.py' used by the MOD . I also don't understand why most of MODS override 'CvEventInterface.py' just to call 'CustomCvEventManager.py' instead of just override 'CvEventManager.py' Like in FFH or GREEN MOD (Is there an interest to do that ?)
Thanks , tcho!