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Problems when splitting sides
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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sat May 24, 2003 7:26 pm    Post subject:  Problems when splitting sides Reply with quote  Mark this post and the followings unread

I recently made separate mcv's, refineries, sensor arrays and harvesters for gdi and nod... works fine except for one thing: if the AI build extra harvesters (this is the first thing it'll do after it has build a war factory), it will only build HARV which is the gdi harvester!

so i see gdi harvesters (which are recoloured) running around in Nod bases..... how do i solve this? the gdi harvester has owner=gdi and requires gdi war factory and gdi refinery...

apparently the harvesterunit= tag overrides the prerequisite and owner tags... just like anything in ai.ini overrides techlevel and prerequisites....

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat May 24, 2003 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the beggining of the rules.ini, there is a harvest line...

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun May 25, 2003 1:42 am    Post subject: Reply with quote  Mark this post and the followings unread

remember u can specify as many HARV's as u want

but u can only specify one HORV

i suggest if u want a GDI and Nod seperate harvesters u disable the HORV voxel (probably already done but oh well Wink )

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun May 25, 2003 3:54 am    Post subject: Reply with quote  Mark this post and the followings unread

For these reasons, I personally prefer the same harvester for all sides...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sun May 25, 2003 12:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah the AI only looks at the first unit specified in the harvesterunit= line.
This is a really stupid problem....

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One Of A Kind
Gauss Rifle Trooper


Joined: 28 Nov 2002
Location: Derby, England

PostPosted: Sun May 25, 2003 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, its like the baseunit= line (the one that controls whether a units considered a mcv or not) as that can only have on entry (otherwise we wouldn't have to bother with Banshee's fix whatever it may be). The lines were modified or RA2 although I don't know hoqw many entries they can take

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sun May 25, 2003 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

One Of A Kind wrote:
The lines were modified or RA2 although I don't know hoqw many entries they can take


3

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon May 26, 2003 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

So it can have 3 entries, but the AI only reads the 1st?

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Mon May 26, 2003 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

In TS it can have as many as you want but the AI only reads the first, in RA2 it can have as many entries as you want but it only reads the first 3.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon May 26, 2003 9:46 am    Post subject: Reply with quote  Mark this post and the followings unread

ok, thanks Smile

but now i'll have to stay with one harvester for gdi and nod Crying or Very sad

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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Thu Jun 05, 2003 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread

What if you leave the normal harvester as the one the AI builds and keep your new ones as the free unit that comes with the refinery? Its not a soultion but it would look better than Nod running around with GDI harvesters. Very Happy

Triforce

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Jun 05, 2003 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Triforce wrote:
What if you leave the normal harvester as the one the AI builds and keep your new ones as the free unit that comes with the refinery? Its not a soultion but it would look better than Nod running around with GDI harvesters. Very Happy

Triforce


Yeah, but the problem is, the default harvester IS the Nod harvester. Because it looks Nod, you know. (Grey + remapable)

BTW, Welcome to PPM, Triforce! (cool avatar) Wink

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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Thu Jun 05, 2003 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, that is a problem then.

Thank You! The avatar is my Tiberian Sun's best quote "Internal Error" Very Happy

Triforce

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kopaka649
Energy Commando


Joined: 02 Jan 2003
Location: Earth...

PostPosted: Fri Jun 06, 2003 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

rofl

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jun 06, 2003 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

it's something common in our lives Wink.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Jun 06, 2003 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

You know this situation that the game crashes during loading... and you spent a lot of time fixing/undoing many changes you made in rules.ini before it crashes... then you try the game and see if it works... and you PRAY it doesn't crash... I sometimes even find myself closing my eyes only not to see the error message popping up LOL

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Fri Jun 06, 2003 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not that this applies to your situation, Triforce, since your mod worked the last time you tried it, but thedvd:

That's why you ALWAYS test TS after you make any change to your rules. Whether it's adding a new unit, changing something, ect.

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One Of A Kind
Gauss Rifle Trooper


Joined: 28 Nov 2002
Location: Derby, England

PostPosted: Fri Jun 06, 2003 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, i've had problems when i've added three or four units at once, ones gone wrong and i've had to...

a)remember what changes i made in the first place

b)Hunt through using trial and error to sort the problem

c)Fix whatever problem it turns out to be

Hands up everyone else who's had this problem

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