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Mod issues
Moderators: Global Moderators, Red Alert 2 Moderators
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MrMash
Vehicle Driver


Joined: 18 Dec 2007

PostPosted: Wed Dec 19, 2007 9:12 pm    Post subject:  Mod issues Reply with quote  Mark this post and the followings unread

Does anyone know the max ProduceCashAmount= and the minimum ProduceCashDelay= with the oil refinery?
How do I change the speed of building for just one map?
With mod unit codes is it better to put them at the top or the bottom of a map when opened in notepad?
If I just place a new rules.ini file in my RA2 directory will it mod the game or do I need to remove the old one using XCC?
How do I add new inages to be used as cameos?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Dec 20, 2007 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Just look in the original rules(md).ini from the game...
2. Go to the map, and add BuildSpeed=xxx, where xxx is the time in minutes needed for constructing a $1000 unit
3. Ehmm, doesn't matter IIRC...
4. A rules.ini file in the RA2 directory is automaticly readed first by the game. You don't need to delete the original one (which f*cks up your game btw)
5. Look in the tutorials...

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Dec 20, 2007 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

this sounds familiar. i miss those days.... the minimum is 1 but im sure .1 would work for minmimum delay. and maximum.... i would say 999999 but i think 1000 is enough if you are having nonstop money comming in for once you hit billion all your money disapeers and you never can get money ever again and so you get stuck

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fleego17
Vehicle Driver


Joined: 06 Nov 2007
Location: Northern Ireland, UK

PostPosted: Thu Dec 20, 2007 10:39 pm    Post subject: what ^^he said. Reply with quote  Mark this post and the followings unread

The standard RA2 buildpspeed is set at 1 (I think) I havnt modded in a while so I am unsure.
BUT....
Open your map with notepad and at the bottom of all your random jibberish numbers and letters type in

Code:

[GENERAL]
BuildSpeed=whateveryouwant


I am not totaly sure what the buildspeed ranges to,but the lower the number the faster the build speed, try using this;

Code:

[GENERAL]
BuildSpeed=0.071

*remember 'BuildSpeed' is case sensitive.*
I know it can go into the 0.0.. Figures.
that is quite a fast build speed, super fast games, but can cause laggyness playing online so that is the downside to it but apart from that, it should be fun with skirmish mode. Enjoy! Smile

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Dec 20, 2007 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

By convention it should be the top of the map... FA2 however puts stuff where it wants.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Fri Dec 21, 2007 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

sorry, i did not notice there where more questions.

Does anyone know the max ProduceCashAmount= and the minimum ProduceCashDelay= with the oil refinery?
read me first post.

How do I change the speed of building for just one map?
go to the Edit Tab, click Ini something on bottom, the on the top click Add new, then enter General. then select general and go to the bottom tab and press Add new and type BuildSpeed= and type in a number of how fast you want it.

With mod unit codes is it better to put them at the top or the bottom of a map when opened in notepad? i really do not know what you are asking....


If I just place a new rules.ini file in my RA2 directory will it mod the game or do I need to remove the old one using XCC? just place the ini rules in the ra2 directory and done. see tutorials on how to do more with mods.
How do I add new inages to be used as cameos?

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