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Big bug (New Sides) Advisery
Moderators: Global Moderators, Tiberian Sun Moderators
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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Thu Sep 20, 2012 11:51 pm    Post subject:  Big bug (New Sides) Advisery
Subject description: For those Trying the workarounds (not sure its its right to place here)
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There is one bug almost always comes up with people trying to mod Tiberain sun That comes up over and over.

For those who know there are about 5-6 ways to workaround adding new sides to tiberain sun there is one "Hardcoded bug" (in exe not rules.ini) i want to address.

Q: Ever notied when you have made your new side that you can't start any game without having no starting units?

Ans : this is the bug i'm on about, what to know why this happens well...

Take a look at your code under your choosen side, Note that civilian (that is used for 50% of the workarounds has a issue)

civilian sides will no support inside the AI and Civilian side also does not support limited factories or any tech level that is not -1 problery inside the AI (Not-saying it woun't work but it will come up with random errors)

I just thought you all sould know.

PS: should of posted this years and years ago but meh....

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Fri Sep 21, 2012 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Not exactly sure what you tried to say, but you should use house Special for any extra sides, not Neutral.

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sat Sep 22, 2012 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
Not exactly sure what you tried to say, but you should use house Special for any extra sides, not Neutral.


Aye but Neutral has been used in workarounds some times and it fails hard in some areas of modding.

Special also fails at the Ai side as well just not for maps for some reason.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat Sep 22, 2012 3:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Dubzac wrote:
Special also fails at the Ai side as well just not for maps for some reason.


If you follow this and this tutorial, 3rd and possibly more sides will work with the AI as well. I've had a 3rd side AI in my mod for a few years and there aren't any problems (it just has to use the default construction yard).

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