Posted: Wed Jun 16, 2010 1:59 pm Post subject:
Questions about various things
Subject description: Ai.ini, aifs.ini, diable units, LKO's 'before-starting-a-mod'-thread questions
To try to limit the amount of threads I create I'll just put a lot of questions here.
1. About ai.ini and aifs.ini, do the ai.ini only control the ai in the original TS and aifs.ini control the same things but in FS? Does aifs.ini control stuff in TS and if not: Is there a way to make it so I only have to edit one of them?
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2. LKO's thread "before-starting-a-mod" on Tiberiumweb, link: http://www.tiberiumweb.com/forums/index.php?showtopic=2745, gives you a fixed way of only having to edit the rules.ini and art.ini, nullifying the use of artfs.ini and firestrm.ini.
This is obviously quite useful and handy to have, so I implemented it.
This gives you units not normally seen in the vanilla TS such as the reaper and limpet drone and I don't want them be built in TS.
However, if I try to remove them from being able to be built (techlevel=-1), I remove the possibility to build them in FS as well.
Is there any way to restrict them from being able to be built in the vanilla TS while keeping them in FS?
Also, is there a way I can make it so that only the AI can build a unit/building (say CABAL in FS campaign only being able to build reapers yet Nod can't) while the player can't?
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3. With the two previous questions in mind, will the modification that LKO made create problems with the AI in skirmish mode for TS? Like with original TS (ai.ini) not having any taskforces that includes the reaper/other FS unit and therefore won't build any of them.
Posted: Wed Jun 16, 2010 2:26 pm Post subject:
Re: Questions about various things
Elite_Pirate wrote:
1. About ai.ini and aifs.ini, do the ai.ini only control the ai in the original TS and aifs.ini control the same things but in FS? Does aifs.ini control stuff in TS and if not: Is there a way to make it so I only have to edit one of them?
Firestorm will inherit AI.INI aswell as reading AIFS.INI, so really, you could edit AI.INI, but to handle objects that appear in FIRESTRM.INI, you will need to put them in AIFS.INI as far as i know.
Elite_Pirate wrote:
2. LKO's thread "before-starting-a-mod" on Tiberiumweb, link: http://www.tiberiumweb.com/forums/index.php?showtopic=2745, gives you a fixed way of only having to edit the rules.ini and art.ini, nullifying the use of artfs.ini and firestrm.ini.
This is obviously quite useful and handy to have, so I implemented it.
This gives you units not normally seen in the vanilla TS such as the reaper and limpet drone and I don't want them be built in TS.
However, if I try to remove them from being able to be built (techlevel=-1), I remove the possibility to build them in FS as well.
Is there any way to restrict them from being able to be built in the vanilla TS while keeping them in FS?
Keep the units in the FIRESTRM.INI, and dont put them in the RULES.INI, that way they will be Firestorm exclusive still, like normal... QUICK_EDIT
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