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How to make an unholy alliance
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WAR
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PostPosted: Tue Aug 12, 2008 7:50 pm    Post subject:  How to make an unholy alliance
Subject description: How to make an unholy alliance
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Hi,
does anybody know how to make an unholy alliance. So that the gdi has also the nod construction yard for example.
Does anybody knoe where to change this so that you can start skimish and multiplayer with 2 cinstruction yards?
thank you in advance.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Tue Aug 12, 2008 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a Tiberium Wars for Retards mod that already does that.

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PostPosted: Tue Aug 12, 2008 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know this but i want to make further changes so i have to know how to edit this.

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Wed Aug 13, 2008 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

want a simple way?

make each WF able to build each MCV

BUT if you want to try and keep things almost reasonable, make the NOD and GDI airfields able to build the Scrin MCV unit.

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WAR
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PostPosted: Thu Aug 14, 2008 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I already tried this an it generally worked but then you get more and more problems for example the veterancy of the other mcvs units didnt work and you have to edit a lot because of requirements of an building in order to build it...
I didnt find a way to get an else requirement for example you have to build a nod or a gdi powerstation for the corresponding barracks... you can change the requirement but you have to choose one.
So I remebered the unholy alliance where you have to 2 bases and now i want to try it this way...
But i couldnt find the files where the starting units are located...
Does anyone knows more?

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spy46
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Joined: 14 Jul 2008

PostPosted: Thu Aug 14, 2008 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

i would say that what you might have to do is, if there is one, use a code that would make it so that you could build what ever buildings with the same tech lvl buildings.

eg: GDI powerplant/Nod powerplant/Alien power plant.

a code that would say if i have any one of them, then i can build the other things and not need the original ones.

BUT i dont think that there is one.

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Mighty BOB!
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Joined: 05 Oct 2005
Location: USA

PostPosted: Thu Aug 14, 2008 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

As I recall one of the old .ini files (the one that specified starting units in Generals) still works and you could add an enemy team's MCV in there.

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Golan
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Joined: 21 Nov 2007

PostPosted: Fri Aug 15, 2008 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Adding another faction´s MCV on start:
Look for the file PlayerTemplate.ini and add it to your mod (there should be some threads on how to do this on the forum, just try the search function). On the PlayerTemplate of the faction you want to edit, look for the line
Code:
   StartingBuilding         = GDIConstructionYard

then add these lines after it
Code:
   StartingUnit0              = NODMCV
   StartingUnit1              = AlienMCV

(naturally, when editing Scrin and Nod, you have to add the MCVs of the other factions).

Changing the tech-tree for cross-teching:
This is just an idea I had when reading your question, I haven´t tested it but it will probably work: It should be possible to make prerequisites interchangeable by using the EquivalentTo tag on the prerequisites themselfs. The veteran reinforcement units use this for example to be treated as the stock units, even though they are technically separate objects. "Just" make every building EquivalentTo its equivalents of the other factions. For example, the GDI powerplant code should look like this:
Code:
[...]
      Description="Desc:GDIPowerPlant"
      TypeDescription="Type:GDIPowerPlant">
      <EquivalentTo>AlienPowerProjector</EquivalentTo>
      <EquivalentTo>NODPowerPlant</EquivalentTo>
      <DisplayName
         xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIPowerPlant</DisplayName>
[...]

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Mighty BOB!
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Joined: 05 Oct 2005
Location: USA

PostPosted: Sat Aug 16, 2008 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting. I might have to fiddle around with that tag in the future.

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WAR
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PostPosted: Sun Aug 17, 2008 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you this one was exactly what i was looking for.

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