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View Full Version : Mods fixed for Dominions v3.27


llamabeast
June 29th, 2011, 05:04 PM
As many of you will have read, the latest update to dom3 changed the weapon and armor modding commands in a way that broke some mods - any, in fact, which change the weapons or armor of existing units.

I've checked all the mods which any existing game on the LlamaServer uses, and fixed them all (using a script, would have taken a very long time by hand!). I'm taking the very unusual step of changing the mods on the LlamaServer, which means that all players also need to update their copies of the mods.

The attached zip file contains fixed versions of all affected mods. I strongly suggest you only extract those mods you're actually using, otherwise you will get a big clutter of old versions of CBM and other random mods in your mod list.

llamabeast
June 29th, 2011, 05:11 PM
The affected mods are:

ANDalusianV02.dm
Blessed.dm
carne_adovada.dm
CB1.71.dm
CB1.82.dm
CB1.83.dm
CB1.84.dm
CB1.84_weaker_egd.dm
CB1.84_wote.dm
CBcomplete_1.41.dm
CBcomplete_1.6.dm
CoqOfTheRock.dm
Exalted.dm
Expanded_Nations_1_v1_02.dm
heroes1_8.dm
Innovation.dm
Momentum3.dm
uwgim0.94+cbm1.6.dm
WarhammerWorld.dm

licker
June 29th, 2011, 05:24 PM
It's not said nearly enough, but you rock!

Even if you aren't french. ;)

Pocus
June 30th, 2011, 01:31 AM
awesome!

jimbojones1971
June 30th, 2011, 01:47 AM
England, France, the Norman conquest - close enough I say ;-)

Great work llamabeast, many thanks :-D

LDiCesare
June 30th, 2011, 02:01 AM
You rock!

Edi
June 30th, 2011, 06:58 AM
Thank you, llamabeast. Your work for the Dominions community is invaluable, as always.

:)

Soyweiser
June 30th, 2011, 08:28 AM
Great work. Would care to release the script? (Or did I miss a post about that somewhere?).

Edi
June 30th, 2011, 09:03 AM
No, you didn't. It's not yet in the public.


A word of warning, though:

The #weapon and #armor fix does not fix modded sites. Apparently the site modding mechanics also changed in this patch and now any modification of any attribute of a site (inherent mandatory property or effect attribute) resets the site to nothing, so all modded sites must be rebuilt from the ground up, or at least their effect attributes (gems, gold, recruitables etc) must be.

This means that any mods that alter sites must be fixed by hand in those respects.

Amhazair
June 30th, 2011, 09:12 AM
Llama, You are a god amongst even-toed quadrupedal mamals. Your stride is sure footed on the steepest mountain paths, Your symetrical shoulders can cary weights of well above 1/3 Your body weight. Your wool is naturally watertight and allows for the manufacturing of the finest poncho's anyone should be honored to wear, while Your outer guard hairs are perfect for lead ropes that will not lead the follower astray. Even the range and accuracy of Your spittle is such that even the nimblest unbelievers are powerless to avoid it, but anyone in the know will be happy to accept the precious gift, for it is as ambrosia to the senses.

Or, you know: Thank you for all the work you do for us. But I like my first paragraph better.

llamabeast
July 1st, 2011, 04:01 PM
Awesome, thanks Amhazair. :)

Yeah, sites are also broken and I have not fixed them. The only one really affected is the Whispering Woods, which no longer gives you anything.

llamabeast
July 1st, 2011, 04:03 PM
This is the perl script I used to fix the mods:


#!/usr/bin/perl

use strict;

my $inMonster;
my $alreadySeenWeapon;
my $alreadySeenArmor;
while (<>) {
if (/#selectmonster/) {
$inMonster = 1;
}
if (/#end/) {
$inMonster = 0;
$alreadySeenWeapon = 0;
$alreadySeenArmor = 0;
}
if (/#weapon/) {
if (($inMonster) and not ($alreadySeenWeapon)) {
$alreadySeenWeapon = 1;
print "#clearweapons\n";
}
}
if (/#armor/) {
if (($inMonster) and not ($alreadySeenArmor)) {
$alreadySeenArmor = 1;
print "#cleararmor\n";
}
}
print;
}

llamabeast
July 1st, 2011, 04:03 PM
Hmm, the forum eats whitespace apparently. Sorry it's not tabbed - not that it really matters.

Soyweiser
July 8th, 2011, 04:45 PM
Note that you still need all the mod image files for this fix to work on a clean install. They are only fixes, not the full mods.

Olm
July 10th, 2011, 01:11 PM
I just started a game as EA Ulm against AI with CBM1.6 enabled (from this zip-file).
The only weapon my archers have are daggers, when they are supposed to have short swords and short bows. (Archers without bows suck :-) )

llamabeast
July 10th, 2011, 04:50 PM
Oh dear. I will look into that.

Lihaässä
August 10th, 2011, 11:11 AM
Great job!

I tried Marverni with the fixed cbm 1.84

Eponi Knight: 2 broadswords 2 javelins and the hoof
Eponi Chieftain: same as above
Boar lord: Axe and Druid blessed axe - they have also shield so it doesn't really make sense.

Are these already known bugs?

Soyweiser
August 10th, 2011, 01:55 PM
Nope. But in my install I do not see those problems. So the problem is on your end I think.

Lihaässä
August 11th, 2011, 11:04 AM
Yep.. I reinstalled the whole game and patched. It works!

Talrivian
August 14th, 2011, 01:36 AM
You know, finding mods for Dominions 3 is a real pain in the neck. You have to basically scour the earth high and low AND know that you NEED to do this in order to find the correct mods.

For example, on llamaserver.net, the mod list gives a link to CBM 1.84, but there is absolutely no link to this thread with the fixed mods. The thread is also NOT stickied, and is buried deep in the forums. How is anybody supposed to find it, or know that it exists and that they NEED to download these fixes?

You should remove all of the invalid mods from the mod list, and reorganize them, or does the llamaserver automatically calculate the turns with the new correct mod?

I am currently in a game that is using the 1.84 version of CBM. How am I supposed to know that everyone is using the correct updated version for 3.27? What will happen if they are not? This is all rather confusing and disorganized...

Old obsolete links should be cleaned up and removed, and mods repackaged into new ZIP files with the correct updated files.

As it currently stands, the thread for CBM 1.84 that is dated March 2011, which everyone CAN see is the wrong version, and NOBODY should be downloading JUST it! They should be downloading it, and this little package as well.

Soyweiser
August 14th, 2011, 04:51 AM
Well you could ask mods, or the starter of the topic (who can edit the first post in the thread) to get links up to the correct versions.

Or start your own update of the mod list.

llamabeast
August 14th, 2011, 02:01 PM
Talrivian: You're quite right about the patched-1.84 situation, it is indeed ridiculous. I have been away a lot lately, but I will fix it when I get a chance and annihilate any reference to the broken version.

It's not a typical situation though - having different mods with the same version number is clearly an abomination, it's just that dom3 broke the old versions (that hasn't happened before).

Talrivian
August 14th, 2011, 05:12 PM
I am sorry about my previous post, it was written in a late night rage, and I am currently stressed out because I am moving into a new apartment.

My main point was just that llamaserver.net is a focal point for the community, and that it should be more organized in order to help maintain an organized and healthy environment for noobies.

I appreciate everything you do Llamabeast.

llamabeast
August 14th, 2011, 06:43 PM
No need to apologise Talrivian, you're quite right!

The mod links from the llamaserver seemed like a good idea at the time, but they are inherently not community-maintainable. I think I should just go through and clean them out.

Valerius
August 15th, 2011, 04:00 PM
The mod links from the llamaserver seemed like a good idea at the time, but they are inherently not community-maintainable. I think I should just go through and clean them out.

I think the links are useful. As you mentioned this was an unusual situation with the latest patch breaking some mods.

But could you change the links field so that it allows any URL to be entered rather than assuming the mod is posted on Shrapnel?

llamabeast
August 18th, 2011, 04:45 PM
Yeah, I think I should do that. It was meant to be an anti-spam feature.