some data mods, generated programmatically, so they can be recreated automagically for every new patch
We just do everything auto!«
- MbL, 2020
- Community Games Mod
- Flying Dutchman
- Exploding Villagers
- Exploding Villagers with Flying Dutchman
- Kidnap Mod
- No Wall Mod
- Random Costs
- Random Tech Costs
- Random Unit Costs
- 3x Tech Mod
- 9x Tech Mod
- 256x Tech Mod
You'll need cmake, build tools for C++, libboost-all-dev
, possibly more…
Just install stuff until it stops complaining I guess, sorry.
git clone --recurse-submodules https://github.com/SiegeEngineers/auto-mods.git
cd auto-mods
./patchGenieutils.sh
mkdir build
cd build
cmake ..
cmake --build .
You should now have an executable create-data-mod
in the build
folder. Hooray!
Execute the executable without parameters to get usage instructions.
$ ./create-data-mod
Usage: ./create-data-mod <mod-identifier> source.dat target.dat
Where <mod-identifier> is one of the following, or multiple of the following joined by a +:
community-games
exploding-villagers
flying-dutchman
kidnap
no-wall
random-costs
random-tech-costs
random-unit-costs
x3
x9
x256
For example, in order to patch the current dat file with the Flying Dutchman modifications, one might execute
./create-data-mod flying-dutchman ~/aoe/Aoe2DE\ proton/resources/_common/dat/empires2_x2_p1.dat ./empires2_x2_p1.dat
And then use the resulting empires2_x2_p1.dat
in the current directory for whatever.
In order to patch the current dat file with the Flying Dutchman modifications AND the Exploding Villagers, execute
./create-data-mod exploding-villagers+flying-dutchman ~/aoe/Aoe2DE\ proton/resources/_common/dat/empires2_x2_p1.dat ./empires2_x2_p1.dat
And then use the resulting empires2_x2_p1.dat
in the current directory for whatever.