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YnAEMP compatibility?

Rhinosaurus

Chieftain
Joined
Aug 4, 2014
Messages
8
Location
New York City
Hey guys. I have currently made a successful mod for a new Civilization. I would like to add another feature to it-Compatibility to Gedemon's YnAEMP mod. If anyone knows how to add this compatibility, It would be much appreciated.

Thanks,
Rhinosaurus
 

Danmacsch

Geheimekabinetsminister
Joined
Jan 14, 2014
Messages
1,316
Location
Copenhagen, Denmark
Hey guys. I have currently made a successful mod for a new Civilization. I would like to add another feature to it-Compatibility to Gedemon's YnAEMP mod. If anyone knows how to add this compatibility, It would be much appreciated.

Thanks,
Rhinosaurus

You can do it like this:
add this file (file from my own mod) to your mod. Replace the CIVILIZATION_CORSICA with the name of your own civ and change all the coordinates. Also change the text CIVILIZATION_VENICE to some civ similar to your own. It changes the requested resources around your civ.
 

Rhinosaurus

Chieftain
Joined
Aug 4, 2014
Messages
8
Location
New York City
You can do it like this:
add this file (file from my own mod) to your mod. Replace the CIVILIZATION_CORSICA with the name of your own civ and change all the coordinates. Also change the text CIVILIZATION_VENICE to some civ similar to your own. It changes the requested resources around your civ.

Thanks so much, also i'm wondering do I have to add that file to the .modinfo file?

Thanks
 

Rhinosaurus

Chieftain
Joined
Aug 4, 2014
Messages
8
Location
New York City
Yes I think so. It needs to be OnModActivated.

I tried that, and nothing happened. any other idea? does it matter what folder I put the file into, also do I need to use the

import="0">XML/Civilizations/TSL.SQL</File>
<File md5="74D50B46844C399E889336636C983240"

as well in the .modinfo file?
 

Danmacsch

Geheimekabinetsminister
Joined
Jan 14, 2014
Messages
1,316
Location
Copenhagen, Denmark
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