![]() ![]() Thanks for the speedy reply! From the documentation (like the linked Google Doc) I'd been under the impression that the CBP fixed the damage bug by injecting the right values into the damage equation, rather than applying a % reduction to the existing EE values. That extra work is a large factor in why I stopped maintaining the Misc Fixes mod separately from CBP.Īs I've said elsewhere I'm exhausted from doing all of this modding work myself so I can't offer to implement all of the required changes for you unless you're hiring me for it, but if you're willing to get your hands dirty I'm happy to answer any questions you have in the process of doing it.Įdit: the mod files aren't distributed on GitHub, but I can throw up a copy of Alpha 7 on google drive or something for you if you do want to try doing the above.Įdit 2: Some of the menu files are also EE-exclusive (these files are different in the Extended Edition), so you would also need to work around the fact that these files are somewhat different. It would be possible (I did it for about a year in Misc Fixes), but it'd be a few hours of work the first time, plus a bit more work every time you update the patch (since new CBP patch files will obviously not have the workaround removed). Some of the other bugfixes and balance tweaks use the same file which the workaround uses (balance.xml), and it's not trivial to separate that workaround from everything else in that file. Since CBP was made for EE, using it in T&P / Gold would actually cause balance fuckups similar to what EE itself has done - except now in the other direction (elephants would become laughably weak, HI would become unexpectedly durable against archers etc). Installs on non-EE with replicated filepaths isn't an officially supported use case so I can't guarantee success, but if I had to guess, then CBP and CBPL/CBPS programs would probably work (with notifications that you're constantly out of date lol), but you would have no CBP plugin support unless you also carefully replicated the file path for that as well (and even then you might have spotty support depending on how a specific plugin is coded - it should work but again not officially supported).Ģ: The huge damage bug which is fixed in CBP is exclusive to the Extended Edition. It should, in theory, be possible to replicate the file structure manually I guess, but the patch files would (of course) not be automatically kept up to date because that work is done by Steam. A couple of things:ġ: Both programs were explicitly designed to use files distributed via Steam Workshop.īasically every file path which both CBP Launcher and CBP Setup GUI internally refer to are based on the Steam Workshop file structure. I'm MHLoopy's cousin so I think I can pitch in. If I move the three files from GitHub - Launcher, SetupGUI, and the zipped (or unzipped) CBPLauncher.zip folder - to that mods subfolder and run SetupGUI, I get a 'folder unrecognized' message and the SetUpGui shuts down.Ĭan someone help me figure this out? Thanks. and then tells me to move or copy the CBP files to a mods/Community Balance Patch/ folder within RON. Even the 'alternate' instructions assume I have Steam, downloaded through Steam, opened the mod directory through Steam to access the files. but there are no instructions anywhere on Steam or on the GitHub for how to install using the GitHub files. The same page does link to the GitHub with CBPLauncher, CBPSetupGUI, and SourceCode, so presumably I'm able to access all of the files I need. ![]() The Community Balance Patch page only allows me to 'subscribe' to the mod, which would presumably download it through the Steam client app, but it doesn't allow me to download it directly. Is there any way for me to use /u/MHLoopy's Community Balance Patch? I have Rise of Nations: Gold, not EE, so my game isn't being run through Steam. ![]()
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