Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Thu Aug 20, 2009 6:47 pm Post subject:
whats the maximum skirmish modes you can have?
Subject description: I think I made to many ._.
Topic ._. there isnt much more to put here... Though I might aswell mention (And most likley get yelled at like someone saying "WTF?! WHY!!!?!") that I made around 80 modes ._. and to plan to make it multiply by 3 >.>
For the people that will bother asking me why it be multiplied by that is because I plan to make all 80 modes available, then multiply it by 3 or more because:
Normal standard rules+ the mode
RA2 rule setting + the mode
and Assualt+ the mode
In other words normal game rules with "Freezone" where all units are free, FreeZone wh RA2 units and structures only, and Assualt maps with everything free.
._. I thought it be fine but its not >.> I sorta knew there should be a limit... but I had to much fun making all the modes ._. If It dont work, then I am going to have to edit the Assualt maps and make them standard and remove the Assualt Modes >_< QUICK_EDIT
Did you test them one by one as you added them or slap them together and hope for the best? _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Fri Aug 21, 2009 4:33 am Post subject:
Apex wrote:
Did you test them one by one as you added them or slap them together and hope for the best?
kinda both. ._.
I added modes I made I knew would work since they worked before ._. (Like how deathweapon modding does not work, but Primary Adjustments DO) I adjusted countries themselves with tags to make things kills things faster ._.
Though I will clean it through and try again... but this time fix the order of everything (AUGH! i thought it was like rulesmd.ini where you dont order it by numbers but by lines) QUICK_EDIT
Yeah, just go "Make mode, test, fix or continue" You will save a shitload of work and it will be much easier to troubleshoot when something does go wrong. _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Sat Aug 22, 2009 1:26 am Post subject:
isthere a list somewhere of things yo cant do with skirmish modes? because It be nice t know what works and what doesnt ._. (I thought renegade projects would have something but they dont) QUICK_EDIT
Anything you want. You can't use CanMakeUpCode=true but anything valid in the rules is valid in a game mode, including any patch tags you're using. QUICK_EDIT
It doesn't work because it's got to be CostUnitsMult instead of just "Cost".
Country bonuses (apart from "IncomeMult" and veterancy related stuff) always consist of first part (which is either Armor,Cost,Speed or BuildTime) and then the second part (Aircraft,Infantry,Units,Defenses or Buildings) with "Mult" added to end.
Altough I am not sure if one is actually able to change country statistics in gamemode inis. Atleast MultiplayPassive= etc. do not work, not sure about the multipliers.
wardeathfun wrote:
I thought if you put Cost= it would chage cost of everything... (I heard that somewhere)... oh well... I will give it a shot.
Checked on Modenc, according to it, you're right. In that case, I guess it's due to it having no effect when used in gamemode files..
EDIT: Tested it, couldn't get it to work even with regular rulesmd.ini with YR 1.001. Better to use CostXMult= instead I guess.. Last edited by ShadowStar on Sat Aug 22, 2009 10:20 pm; edited 4 times in total QUICK_EDIT
no, but if he changes the existing, correctly spelled tag, for the one he put, I'd bet pound to a penny to a pinch of shit I'm right.
IF it's required, you're right. But game modes overwrite values and since the tag is misspelled, it's simply ignored since a usable default still exists. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Wed Aug 26, 2009 9:18 pm Post subject:
I KNEW IT!
; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
Cost= should of worked. I shouldnt have to add all the cost tags...
anyways... since you allclaim that all rules.ini tags should work... why doesnt it work? Or ROF=? Or turning off all crates except the nuke? nothing changes.
[CrateRules]
CrateMaximum=6000
CrateMinimum=6000
CrateRegen=1
Is everythig in my mpcratesmd text... and it does make more crates but only a few, dest flood the map like i desire.
What do i need to have to make it have so much crates on the ground that its hard to deploy your mcv? :/ QUICK_EDIT
CrateRegen works the other way, bud. 1 is the minimum so they will appear slowly and 6000 is far too many so reduce it to something not insane like 255 like it was before. QUICK_EDIT
and still the same... hardly any... also if a map is 100 cells by 100 cells... wouldnt 255 not be what i want...?? though im playing on the alamo level and its not what i want... i want allot of crates... and have so many, the map is very full and crates vanish quickly and stuff :/ QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Thu Aug 27, 2009 4:29 am Post subject:
well... its ok to make minimum the same as maximum... just makes it so it always has to be a curtain number .-. plus it works on maps.
I looked up one of my maps i made ages ago to have the effect i desired..
[CrateRules]
CrateMaximum=1000
CrateMinimum=890
CrateRegen=0.01
was what it was like ._. copied it all down into my mode and now it does the same thing, show more crates... but not what im looking for.
also what do i need todo to make it so Veterancy happens faster? isnt this all i change? everything is as it always was
Ever imagined there could be a limit for the crate keys?
If the original has a value of 255, don't you think this has something to do with a Byte datatype which can't be bigger than 256!? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Fri Aug 28, 2009 12:10 am Post subject:
Lin Kuei Ominae wrote:
Ever imagined there could be a limit for the crate keys?
If the original has a value of 255, don't you think this has something to do with a Byte datatype which can't be bigger than 256!?
not really... since i got it to work with a map that was full of crates...
also that, it shows how fast the crates are :/ (is it possible npatch made it possble? or makes a difference if RA2 or YR?? because i got it to work on ra2... and once on yuri's revenge... but i never actually tried without npatch) QUICK_EDIT
You probably just changed the crate regen to .01 or some crazy number like that. Other than that, the limit is indeed 256. Any higher number will still give you 255 crates at any point.
Btw, game speed is slooooow on that video. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
In addition do 255 crates on small map (like in the vid) look like much more than on a big map.
And if you fast enough switch the position of one object back and forth, it looks like two. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Mon Aug 31, 2009 7:19 pm Post subject:
nobody knows whats wrong? Could it be that I have The first decade? (its the same thing but... im throwing out guesses).
Cost= works for the rules.ini (i use it for yuri to make him balanced temporarly) and it doesnt work for a mod :/ had to use the other method mentioned above. QUICK_EDIT
Listen, as far as cost goes, you need to read the section above the countries in the rules. It explains all about the fact that Cost= alone, no longer works.
You must put Cost(class)Mult=, for example: CostUnitsMult=2. Its how it works, same for all the commands, ergo: BuildTimeDefensesMult= universal variables as used by crates.
Crates themselves, for such a rapid crate game a.k.a. RAM Annihilation, CrateMin of 240 and CrateMax of 255 and a Regen of 0.01 is about as fast as you'll get without some amount of IEing from sheer amount of crates coinciding with themselves. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Tue Sep 01, 2009 10:17 pm Post subject:
4StarGeneral wrote:
Listen, as far as cost goes, you need to read the section above the countries in the rules. It explains all about the fact that Cost= alone, no longer works.
You must put Cost(class)Mult=, for example: CostUnitsMult=2. Its how it works, same for all the commands, ergo: BuildTimeDefensesMult= universal variables as used by crates.
Crates themselves, for such a rapid crate game a.k.a. RAM Annihilation, CrateMin of 240 and CrateMax of 255 and a Regen of 0.01 is about as fast as you'll get without some amount of IEing from sheer amount of crates coinciding with themselves.
Cost= worked for me :/
anyways. I want to know what makes crate move around really fast like the video. I have
[CrateRules]
CrateMaximum=255
CrateMinimum=254
CrateRegen=0.01
and the only thing thats different is there is some crates but they dont vanish and respond quickly. They just sit there. QUICK_EDIT
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