Making Diplomacy 1.011 a mod for 1.2

I know the mod picks the files from the mod folder to replace the normal files but 1.2 has additional files.  If I wanted to run 1.011 as a mod in 1.2 what would be required (since it won't need the other files in 1.2)? At present I am just maintaining another Sins directory or will simply providing the 1.011 files in the mod folder do the job?

For those who missed it, 1.2 is the default Impulse install now.

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Reply #1 Top

Most important is the player.entity files which add a line that will break the mod.

Also other important files

GalaxyScenarioDef.galaxyScenarioDef
GameEventData.gameeventdata
Gameplay.constants

 

I recently did a detailed file compare from 1.011 to 1.2

Any files from an older mod that have changes listed should be checked. Use notepad++ plugin "Compare" to see what has been changed.

Reply #2 Top

Well I am happy to just dupe the entire 1.011 Sins directory.

My question is, If I point to that will that be all I need to knock out the 1.2 files that I don't want?

Reply #3 Top

No. There are file changes that change the layout of the sheets that are called from the engine of the game.

This would have been an easy test.

Add the 1.011 reference files to the Dip 1.2 mod folder, enable, CraSh.

Remove the player entities from the 1.011 reference file and GameEventData.gameeventdata and Gameplay.constants. Test again.

Keep doing this with all the files I have listed changes to.

 

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Reply #4 Top

But that sounds like ...work.  Ack!

Reply #5 Top

Um, why exactly do you want to run 1.011 as a mod? If it's to play multiplayer with someone who hasn't updated I'm afraid that won't work as the format difference will never allow you to have the exact same files, even if balance wise the two were identical.

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Reply #6 Top

I'm trying some of the current and older mods and many require the older build--others don't and can't work with it.

It's annoying to have to switch clients and it would be easier managed as a stackable mod.

Reply #7 Top

due to the raw file structure changing in each version... this wont/shouldnt work.

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Reply #8 Top

Again...bummer.  Thanks!

What's intersting though i that if you do overlay the earlier version as a mod, it does allow some mods not compatible with 1.2 to run--Maelstrom for example I have working this way.