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 Forum index » Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Solving the Grinder+Industrial Plant Cheat (N-Patch Needed)
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Dark Shadow 750
Cyborg Engineer


Joined: 27 Jul 2007

PostPosted: Sat Jan 05, 2008 6:17 pm    Post subject:  Solving the Grinder+Industrial Plant Cheat (N-Patch Needed) Reply with quote

Note : This will reduce the number of units you can add to the game

It is a well known fact that if a player has an industrial plant and a grinder he can make money because the Industrial Plant will reduce cost but not Soylent.

However Using the N-Patch 'ForbiddenPrerequisites' this can be solved.

I will use the IFV as an example.

NAINDP

First to IFV add 'ForbiddenPrerequisites=NAINDP
So it will look like this:
Code:
[FV]
...
ForbiddenPrerequisites=NAINDP

As you may have guest this makes the IFV unavailable once an Industrial Plant is built.

Now clone [FV] and name it [IFV] (doesn't have to be IFV, could be anything), then add XX=IFV to the [VehicleTypes] list where XX is the next available number.

Next remove from [IFV] 'ForbiddenPrerequisites=NAINDP' and add to the end of prerequisites NAINDP.

This means that the [IFV] will only be buildable once a Industrial Plant is built.

Now add 'Image=FV' so the unit appears to be an IFV and change 'Soylent=600' to 'Soylent=450' or whatever the new cost is.


This works because once the Industrial Plant is built the old IFV (FV) is unavailable but the new IFV (IFV), with the reduced Soylent to match the cost reducing effects of the industrial plant, is available to be built.

Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #NPatch #Rules.INI 

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Jan 05, 2008 6:22 pm    Post subject: Reply with quote

what about those that you've already built?
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Dark Shadow 750
Cyborg Engineer


Joined: 27 Jul 2007

PostPosted: Sat Jan 05, 2008 6:26 pm    Post subject: Reply with quote

You will already have paid for those units at The Original Price so will not be getting any more money than you paid out via grinding.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Jan 05, 2008 6:51 pm    Post subject: Reply with quote

Yeah, your method works, but you get a diffetent rate for those built before/after the industrial plant. And it takes a huge amount of effort. So I say "excellent idea" and would get rid of my last post, but I can't be bothered.
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Dark Shadow 750
Cyborg Engineer


Joined: 27 Jul 2007

PostPosted: Sat Jan 05, 2008 6:52 pm    Post subject: Reply with quote

You do normally with a industrial plant don't you Confused ?
OR do you mean ontop of that?
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Last edited by Dark Shadow 750 on Sat Jan 05, 2008 6:54 pm; edited 2 times in total

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Sat Jan 05, 2008 6:53 pm    Post subject: Reply with quote

With that method you would have type selection problems; as an example new IFVs produced won't be selected with the older IFVs. Anyways I think is too much work to fix such a little bug, and IMO it would be better if you reduce the soylent cost to a lower value than the unit's cost with the industrial plant. Probably a quarter of the cost will do it #Tongue.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sun Jan 06, 2008 1:48 pm    Post subject: Reply with quote

Typeselection can be fixed. Give it undeplyinto=FV and deplyintp=IFV
But that gives other errors.
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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Sun Jan 06, 2008 5:22 pm    Post subject: Reply with quote

Dupl3xxx wrote:
Typeselection can be fixed. Give it undeplyinto=FV and deplyintp=IFV
But that gives other errors.

I know that, but that does give more problems as you said. So in the end, you'll have limited compatibility with maps, and less new unit options, just because you wanted to fix a really small bug.

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Dark Shadow 750
Cyborg Engineer


Joined: 27 Jul 2007

PostPosted: Sun Jan 06, 2008 5:49 pm    Post subject: Reply with quote

Machine wrote:
you'll have limited compatibility with maps...

Umm... Why?

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Sun Jan 06, 2008 7:58 pm    Post subject: Reply with quote

If someone edits a unit in a map, as the example, the IFV, and doesn't put the tags that will link it to it's clone, like Dupl3xxx mentioned, an IE would happen (correct me if I'm wrong), every time someone would try to play on a map with the edited IFV rules.
And considering that you would have lots of units being linked to their clones, the problem would occur frequently.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Jan 07, 2008 12:04 am    Post subject: Reply with quote

AIMD.ini comes to mind...... if the ai cant build it (im not sure how this works, ai probily builds unit anyways) but if the ai cant build the original you must clone the entire ai.ini to make this work, but instead place the clones.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Mon Jan 07, 2008 2:58 am    Post subject: Reply with quote

Why not just give the industrial plant;

Code:
ForbiddenHouses=YuriCountry


and the grinder

Code:
ForbiddenHouses=Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance


So a yuri player can not ever build an industrial plant, and no player except a yuri player can build the grinder, so no player can ever have both. Admittedly this means that yuri misses out on cheaper units, but he can recycle so no big loss, and a soviet player that captures a yuri con yard cannot recycle units but their units are cheaper anyway so again its no big loss.

If you have all 3 conyards, all 3 sides still have 2 options;

Allies: Ore processor, industrial plant.
Soviet: Ore processor, industrial plant.
Yuri: Ore processor, grinder.

You could also just go through and edit all the soylent costs so that even when the player has an industrial plant the soylent is still below the reduced cost. Eliminating the chance for the player to cash-grind. Since all soylents should be 50% of the unit cost anyway, reducing the unit cost by 25% with the industrial plant would mean the cost is still above the soylent.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Jan 07, 2008 4:59 am    Post subject: Reply with quote

because grinder is required for the ymcv....... i just see no point in this. its really hard to pull off having both anyways so shouldnt this be a treat to have the ability to sell units like this? also its not like anyone really dose this anyways. it takes to long to build a unit jut to sell it for like 1/3 profit.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Jan 07, 2008 5:12 am    Post subject: Reply with quote

I'd see it kind of like ebay.. you buy it cheap, then sell it again for more expensive.
Not only is it a strategy game, it teaches economics #Tongue
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jan 07, 2008 10:25 am    Post subject: Reply with quote

Just edit the Soylent of each unit, you lazy buggers #Tongue

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