Module System for version 0.960

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Flaming Eyes 说:
Well hello to you, folks.

Alright. I don't want to sound pushing, but do any of you have any idea when will the devs share with us the Module System for v1.003? And maybe more important, do you know how -if possible- to compile the MS of v0.960 to make it work for v1.003. I have noticed that there are some big mods for v1.003, and I was wondering how did the authors modded it without the MS. Check, for example SantasHelper's Calradia Rising.

I would appreciate your feedback.

By the way, it would be good if all the discussion about the Module System for v1.003 is kept here, so there will not be many threads around the forum about it.

Thank you all.

God bless you all.

Technically atleast, yes it's possible to use the .960 ModuleSystem with v1+. You'd need to compile your mod as usual and really just try it. Record the errors, when and where they occur (both in-game and in the text files) and work your way backwards from there. Pretty much what you're doing is taking a look at the header_x.py files and translating numbers into their script-based representation, experimenting until you get something that works - there hasn't been that many changes from .960, so it's not such a big effort.

So it's possible, but maybe not worth it?

Oh, and I'm fairly certain many of the 'larger mods' such as Calradia Rising use one of the unofficial tools - like the troop or item editor, and then just redistribute as normal.
 
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