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NPatch
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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Oct 22, 2008 7:26 pm    Post subject:  NPatch
Subject description: NPatch
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I have the NPatch installed to play Mental Omega. I returned to testing my mod in progress and none of my tanks show up. I am thinking Tech level of the items I placed in the rules is the problem. Is there a Tech Tree that will show what gets built at what level??

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Wed Oct 22, 2008 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

No. If your mod isn't NPatch powered, remove it and use the default executable.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Oct 22, 2008 10:33 pm    Post subject: npatch Reply with quote  Mark this post and the followings unread

Well, i am working on the rules and stuff adding things to it, my nephew accidentally over wrote the working rules, but the back up file I am pretty sure is the same. i have no idea by what yo mean powered can you explain please. There is no "mod" to speak of at the moment still working on maps and adding stuff to the rules

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Wed Oct 22, 2008 11:07 pm    Post subject: Re: npatch Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
my nephew accidentally over wrote the working rules


That would probably explain the units not showing.

More importantly would be the art.ini (artmd.ini for YR). If you have edited it for your new units, and its wrote over too, your units you added through it would not show up also.

Quote:
i have no idea by what yo mean powered can you explain please. There is no "mod" to speak of at the moment still working on maps and adding stuff to the rules


A "mod" is a modification. It can be anything from slightly tweaked rules to a full-out change of sides and images. Mental Omega is an example of such, although if your changed the unit's images and the rules, it could be possibly called a mod aswell.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Oct 22, 2008 11:29 pm    Post subject: mod Reply with quote  Mark this post and the followings unread

rules and art are fine everything is there, but I believe it has something to do with the TechLevel. I don't remember why I changed them on the working rules, but I have to go back and edit the techlevels of all to make them work again.

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Wed Oct 22, 2008 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

The TechLevels range from 1 - 10 (Presuming you didn't know this, if you did, alrighty then.). Every unit, building, and infantry uses them. If the tech level is set to -1, it will never be buildable... If it's set to 1-10, then that will enable it for use. Also, incase it isn't the techlevel tag, have you messed around with the Owner= tag at all? That could also explain why it won't appear.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Oct 23, 2008 1:05 am    Post subject: tech level Reply with quote  Mark this post and the followings unread

Thank you for explaining the tech level, I did know that, but at least you mentioned it in case I didn't, thank you.


This the building order & preq

Conyard
Allied Power Plant Prerequisite=ALLCON


Allied Barracks Prerequisite=ALLCON,ALLPOW
Allied Oil Prerequisite=ALLCON,ALLPOW


Allied AFC Prerequisite=ALLCON,ALLOIL
Allied Warfactory Prerequisite=ALLCON,ALLOIL


Allied Shipyard Prerequisite=ALLCON,ALLWAR,ALLPOW
Allied Radar Facility Prerequisite=ALLCON,ALLPOW,ALLAFC


Allied Battle Lab Prerequisite=ALLCON,ALLWAR,ALLRAD

Allied service depot Prerequisite=ALLWAR,ALLTECH
Allied Advanced Barracks Prerequisite=ALLCON,ALLPOW,ALLBAR,ALLTECH
Allied Advanced Power Plant Prerequisite=ALLCON,ALLTECH
Industrial Plant Prerequisite=ALLCON,ALLTECH,ALLRAD



ALLTECH is my battle lab. excluding the conyard should each group be a tech level?? After I build the radar I can not build the tech

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Oct 23, 2008 2:31 am    Post subject: tech Reply with quote  Mark this post and the followings unread

i lowered the tech lvl of battle lab, advanced power and advanced barracks, now they work, but I can't build any planes tech level for planes is 2. and no one builds the advanced power plant. I substituted the nuke power plant with the civ tech power plant. i placed the A P P in the rules under power but no dice

Last edited by Nikademis Von Hisson on Thu Oct 23, 2008 2:54 am; edited 1 time in total

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Thu Oct 23, 2008 2:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Lemme get RA2 and YR installed, get my modding tools back, and I'll try to help you deciper what may be wrong. Reason why I can't help you immediately, is because I just got my computer back from Geek Squad, who took WAY to long to repair it... Anyways, I will get back to you on this. Also, every building (Except the ConYards) has to have a prerequisite before it can be built. Look at the Allied Power Plant for example, all it needs in order to be built is GACNST (The Allied Construction Yard), while a building like the Allied Battle Lab (GATECH) needs a War Factory and Radar (I think...) before it can be built... It'll appear like this:

;Allied Barracks
[GAPILE]
Name=Barracks
UIName=GAPILE
Owner=Americans,French,British,Germans,Alliance
Cost=500
Prerequisite=GACNST

That's just an example INI entry for the Allied Barracks. Now for something that needs more, like the Chronosphere, it'll be more like this:

[GACHRONO] (Made up, I know)
Name=Allied Chronosphere
UIName=GACHRONO
Owner=Americans,French,British,Germans,Alliance
Cost=2500
Prerequisite=GACNST,GATECH

It'll have more then just GACNST, like the above example. That MIGHT help, I won't know until I look. Anyways, if it helps, no problem. Now to go test it myself.

[EDIT]
Or, you can send me the Rules.INI file and I'll go check for you.
[/EDIT]

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Fri Oct 24, 2008 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

In other words, you need to fufill each of these to buld something:

1)owner
2)prerequisite
3)techlevel (only with RP/NP, with the tech bar re-enabled)

And if you want AI to build it too, put AIBuildThis=yes

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Oct 24, 2008 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

MO will have added the line TechLevel into your RA2MD.ini. This is the control file for mutliplayer and skirmish settings. Delete that line, or set it to 10 if isnt already.

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Fri Oct 24, 2008 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since I haven't looked at the INIs in a while, I don't believe the RA2MD will have the options to control how many units and money you can choose to start #Tongue

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Oct 24, 2008 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Im sorry, I thought you could read. I guess not, so I'll make it simpler for you.

Repeat after me:

T E C H. Take a nice long breath. L E V E L.

Ra2MD saves your multiplayer settings.

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Fri Oct 24, 2008 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Let Nikademis Von Hisson reply to his topic already lol. And somehow I don't know how the topic went from asking how to get some things working to multiplayer settings XD Plus, I'm not the one asking #Tongue

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Oct 24, 2008 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I am thinking Tech level of the items I placed in the rules is the problem


Since he used MO, which utilises the NP TechLevel slider, that tag will have been added and will have saved the tech level he last set it to, limiting his buildable units...

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Oct 27, 2008 4:27 am    Post subject: Tech Level Reply with quote  Mark this post and the followings unread

Ok, the MO rules are gone from my directory and I put my rules/art/aimd and personal mixes back into RA2 folder.


This the building order I want to use and the prerequisite for each building. What should each Tech Level be? Should they be the same for all 3 sides since all 3 can build these. I have check my tch lvl vs the orig and there is difference because I want a bit of change on how they build stuf. In order for everything to be built I have to move everything to tch lvl 3, which is wrong

Conyard

Allied Power Plant Prerequisite=ALLCON


Allied Barracks Prerequisite=ALLCON,ALLPOW
Allied Oil Prerequisite=ALLCON,ALLPOW


Allied AFC Prerequisite=ALLCON,ALLOIL
Allied Warfactory Prerequisite=ALLCON,ALLOIL


Allied Shipyard Prerequisite=ALLCON,ALLWAR,ALLPOW
Allied Radar Facility Prerequisite=ALLCON,ALLPOW,ALLAFC


Allied Battle Lab Prerequisite=ALLCON,ALLWAR,ALLRAD

Allied service depot Prerequisite=ALLWAR,ALLTECH
Allied Advanced Barracks Prerequisite=ALLCON,ALLPOW,ALLBAR,ALLTECH
Allied Advanced Power Plant Prerequisite=ALLCON,ALLTECH
Industrial Plant Prerequisite=ALLCON,ALLTECH,ALLRAD



I understand about Tech Level from playing Age of Empires . I figured staring with Allied Power Plant that would be Tech Lvl 1. The next 2 would be Lvl 2 and so on, but when I did this they didn't want to build the Battle Lab dispuite the fact I had my ALLCON and after I created ALLWAR,ALLRAD

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Oct 27, 2008 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tech Level doesn't matter in vannila YR.You could set it to any level, It makes no significant difference ingame. In short, its obsolete without the NPatch and all.

Tech Levels don't work as prerequisites, and don't affect the allowed build order. IIRC, you can build a TechLevel=10 thing, that could serve as a prerequisite for something TechLevel=1.

The NPatch TechLevel slider allows techlevels, but they don't effect the build order either. Its usually at 10, and when at 10, it effects nothing.

The only thing TechLevels are good for are not allowing things ingame.If you set the Tech Level Slider to 9, things with TechLevel=10 are banned.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Oct 27, 2008 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

TechLevel as well as the the listing determines where it appears on sidebar.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Oct 28, 2008 12:27 am    Post subject: tech lvl Reply with quote  Mark this post and the followings unread

so in other words i can have all tech lvl set at 1, but i do have the npatch installed but Mental Omega rules are not in the game

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Tue Oct 28, 2008 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

What?!? I don't understand...

1- Take out Mental Omega

2- Take out NPatch unless you need it for your mod

3- Delete the techlevel tag from your ra2md.ini (or just delete ra2md.ini, and it will get generated again at game launch).

If you do all this, TechLevels will only be good for the cameo's order in the sidebar (which barely matters anyways).

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Nov 10, 2008 9:32 pm    Post subject: techlevel Reply with quote  Mark this post and the followings unread

I took out Mental Omega and I need the NPatch. You are saying I can take out the tech level on all people, vehicles, buildings, air craft and naval vessels and I wont have any crash??

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Nov 10, 2008 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

NPatch is seperate from MO. You an take out MO, and leave NPatch.

But If I were you, I'd uninstall all mods, cleanup my Ra2 folder, and reinstall NPatch. This way you wouldn't happen to have anything to mess up your game.

As for the Ra2md.ini (The game settings, NOT the rules), I'd delete it. The game will just create a new one next time you play (the starting movie will also play once).

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