Posted: 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)
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.... _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
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. _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
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). _________________ QUICK_EDIT
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