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auto-mods's Introduction

auto-mods

some data mods, generated programmatically, so they can be recreated automagically for every new patch

We just do everything auto!«
- MbL, 2020

Published Mods

Cloning and Compiling

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!

Usage

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.

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