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whats the maximum skirmish modes you can have?
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wardeathfun
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Location: Las Vegas, Nevada, USA

PostPosted: Thu Aug 20, 2009 6:47 pm    Post subject:  whats the maximum skirmish modes you can have?
Subject description: I think I made to many ._.
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Topic ._. there isnt much more to put here... Though I might aswell mention (And most likley get yelled at like someone saying "WTF?! WHY!!!?!") that I made around 80 modes ._. and to plan to make it multiply by 3 >.>

For the people that will bother asking me why it be multiplied by that is because I plan to make all 80 modes available, then multiply it by 3 or more because:

Normal standard rules+ the mode
RA2 rule setting + the mode
and Assualt+ the mode

In other words normal game rules with "Freezone" where all units are free, FreeZone wh RA2 units and structures only, and Assualt maps with everything free.

._. I thought it be fine but its not >.> I sorta knew there should be a limit... but I had to much fun making all the modes ._. If It dont work, then I am going to have to edit the Assualt maps and make them standard and remove the Assualt Modes >_<

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Dark Templar X
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PostPosted: Thu Aug 20, 2009 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not aware of any limits.

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Blade
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Joined: 23 Dec 2003

PostPosted: Thu Aug 20, 2009 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

What exactly doesn't work? When you work out what the limit is, you can let the rest of us know.

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Dark Templar X
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PostPosted: Thu Aug 20, 2009 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
When you work out what the limit is, you can let the rest of us know.

This.

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wardeathfun
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PostPosted: Thu Aug 20, 2009 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

well... Not all of them show ._. and do not go in proper order :/ (Unless the game reorginizes it bsed on he number and letters placed)

also some modes do not do what they are coded todo ._.

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Dark Templar X
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PostPosted: Fri Aug 21, 2009 12:19 am    Post subject: Reply with quote  Mark this post and the followings unread

The game organizes the list based on the numbering you provide.

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Apex
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PostPosted: Fri Aug 21, 2009 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you test them one by one as you added them or slap them together and hope for the best?

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hotrods20
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PostPosted: Fri Aug 21, 2009 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I think there is a limit because i slapped a whole buch together for a private mod and only about 30 showed when the other 10 didnt.

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Dark Templar X
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PostPosted: Fri Aug 21, 2009 1:55 am    Post subject: Reply with quote  Mark this post and the followings unread

I've added 50 modes successfully. You must have done something wrong.

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hotrods20
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PostPosted: Fri Aug 21, 2009 2:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Ohhh I tested most of them just the others I wrote up and assumed they would work.

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wardeathfun
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PostPosted: Fri Aug 21, 2009 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Apex wrote:
Did you test them one by one as you added them or slap them together and hope for the best?


kinda both. ._.

I added modes I made I knew would work since they worked before ._. (Like how deathweapon modding does not work, but Primary Adjustments DO) I adjusted countries themselves with tags to make things kills things faster ._.

Though I will clean it through and try again... but this time fix the order of everything (AUGH! i thought it was like rulesmd.ini where you dont order it by numbers but by lines)

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Apex
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PostPosted: Fri Aug 21, 2009 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, just go "Make mode, test, fix or continue" You will save a shitload of work and it will be much easier to troubleshoot when something does go wrong.

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wardeathfun
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PostPosted: Sat Aug 22, 2009 1:26 am    Post subject: Reply with quote  Mark this post and the followings unread

isthere a list somewhere of things yo cant do with skirmish modes? because It be nice t know what works and what doesnt ._. (I thought renegade projects would have something but they dont)

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Dark Templar X
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PostPosted: Sat Aug 22, 2009 1:29 am    Post subject: Reply with quote  Mark this post and the followings unread

You can do anything with a mode that you can do in the rules file.

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hotrods20
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PostPosted: Sat Aug 22, 2009 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

So I want to ask what are some variables you can add.

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Dark Templar X
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PostPosted: Sat Aug 22, 2009 1:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Anything you want. You can't use CanMakeUpCode=true but anything valid in the rules is valid in a game mode, including any patch tags you're using.

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hotrods20
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PostPosted: Sat Aug 22, 2009 1:52 am    Post subject: Reply with quote  Mark this post and the followings unread

So if I put oregrouth=100000 what would happen?

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wardeathfun
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PostPosted: Sat Aug 22, 2009 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

ok.... Since im supposed to be able to do anything thats possible in the rulesmd.ini file... what did i do wrong here? :p

I tried and it doesnt work (like deathweapons... they also do not seem to work on skirmish modes)

I made it so all units costs double what they used to.

This is whats inside MPDoubledmd.ini
[MultiplayerDialogSettings]
AlliesAllowed=yes
[British]
Cost=2
[French]
Cost=2
[Germans]
Cost=2
[Americans]
Cost=2
[Alliance]
Cost=2
[Russians]
Cost=2
[Confederation]
Cost=2
[Africans]
Cost=2
[Arabs]
Cost=2
[YuriCountry]
Cost=2

this is its line in mpmodes:
11=GUI:Doubled, STT:ModeDoubled, MPDoubledmd.ini, standard, true

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hotrods20
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PostPosted: Sat Aug 22, 2009 2:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I think your game might be glitched because ive never had a problem like that when i change cost.

BTW try 2.0 that may be the problem IDK.

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wardeathfun
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PostPosted: Sat Aug 22, 2009 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

2.0 did not work... Sad

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OmegaBolt
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PostPosted: Sat Aug 22, 2009 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've got and had a problem for a long long time where no new gamemode inis work, at all from my own mods. #Tongue

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ShadowStar
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Joined: 14 Mar 2008

PostPosted: Sat Aug 22, 2009 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

It doesn't work because it's got to be CostUnitsMult instead of just "Cost".

Country bonuses (apart from "IncomeMult" and veterancy related stuff) always consist of first part (which is either Armor,Cost,Speed or BuildTime) and then the second part (Aircraft,Infantry,Units,Defenses or Buildings) with "Mult" added to end.

Altough I am not sure if one is actually able to change country statistics in gamemode inis. Atleast MultiplayPassive= etc. do not work, not sure about the multipliers.

wardeathfun wrote:
I thought if you put Cost= it would chage cost of everything... (I heard that somewhere)... oh well... I will give it a shot.


Checked on Modenc, according to it, you're right. In that case, I guess it's due to it having no effect when used in gamemode files..

EDIT: Tested it, couldn't get it to work even with regular rulesmd.ini with YR 1.001. Better to use CostXMult= instead I guess..

Last edited by ShadowStar on Sat Aug 22, 2009 10:20 pm; edited 4 times in total

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wardeathfun
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PostPosted: Sat Aug 22, 2009 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought if you put Cost= it would chage cost of everything... (I heard that somewhere)... oh well... I will give it a shot.

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MRMIdAS
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Joined: 17 Jul 2008

PostPosted: Sun Aug 23, 2009 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

hotrods20 wrote:
So if I put oregrouth=100000 what would happen?


Your game crashes because it's spelled with a "w"

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Sun Aug 23, 2009 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

It wouldn't crash. Don't give out incorrect information. If the game doesn't recognize a tag, it doesn't read it. It's just ignored.

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MRMIdAS
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Joined: 17 Jul 2008

PostPosted: Sun Aug 23, 2009 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
It wouldn't crash. Don't give out incorrect information. If the game doesn't recognize a tag, it doesn't read it. It's just ignored.


no, but if he changes the existing, correctly spelled tag, for the one he put, I'd bet pound to a penny to a pinch of shit I'm right.

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wardeathfun
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PostPosted: Mon Aug 24, 2009 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

alright... the cost mode works now ._. now i need to do the others ;_; thanks for the help peoples.

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Dark Templar X
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PostPosted: Mon Aug 24, 2009 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
no, but if he changes the existing, correctly spelled tag, for the one he put, I'd bet pound to a penny to a pinch of shit I'm right.

IF it's required, you're right. But game modes overwrite values and since the tag is misspelled, it's simply ignored since a usable default still exists.

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wardeathfun
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PostPosted: Wed Aug 26, 2009 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I KNEW IT!

; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)

Cost= should of worked. I shouldnt have to add all the cost tags...

anyways... since you allclaim that all rules.ini tags should work... why doesnt it work? Or ROF=? Or turning off all crates except the nuke? nothing changes.

anyways:
[MultiplayerDialogSettings]
AlliesAllowed=yes

[CrateRules]
CrateMaximum=6000
CrateMinimum=6000
CrateRegen=1
Is everythig in my mpcratesmd text... and it does make more crates but only a few, dest flood the map like i desire.

What do i need to have to make it have so much crates on the ground that its hard to deploy your mcv? :/

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Dark Templar X
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PostPosted: Wed Aug 26, 2009 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

CrateRegen works the other way, bud. 1 is the minimum so they will appear slowly and 6000 is far too many so reduce it to something not insane like 255 like it was before.

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wardeathfun
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PostPosted: Wed Aug 26, 2009 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Didnt do anything.... ;_; I have it

[CrateRules]
CrateMaximum=255
CrateMinimum=255
CrateRegen=100

and still the same... hardly any... also if a map is 100 cells by 100 cells... wouldnt 255 not be what i want...?? though im playing on the alamo level and its not what i want... i want allot of crates... and have so many, the map is very full and crates vanish quickly and stuff :/

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Dark Templar X
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PostPosted: Thu Aug 27, 2009 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Then don't set the minimum equal to the maximum. What makes you think that even works?

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wardeathfun
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PostPosted: Thu Aug 27, 2009 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

dunno... common sense... fact i tried other number combinations....

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Dark Templar X
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PostPosted: Thu Aug 27, 2009 4:05 am    Post subject: Reply with quote  Mark this post and the followings unread

That's some fucked up common sense. Common sense should actually tell you that the MINIMUM should not BE the MAXIMUM.

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wardeathfun
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PostPosted: Thu Aug 27, 2009 4:29 am    Post subject: Reply with quote  Mark this post and the followings unread

well... its ok to make minimum the same as maximum... just makes it so it always has to be a curtain number .-. plus it works on maps.

I looked up one of my maps i made ages ago to have the effect i desired..
[CrateRules]
CrateMaximum=1000
CrateMinimum=890
CrateRegen=0.01
was what it was like ._. copied it all down into my mode and now it does the same thing, show more crates... but not what im looking for.

also what do i need todo to make it so Veterancy happens faster? isnt this all i change? everything is as it always was Sad

[General]
VeteranRatio=0.01

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Lin Kuei Ominae
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PostPosted: Thu Aug 27, 2009 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Ever imagined there could be a limit for the crate keys?
If the original has a value of 255, don't you think this has something to do with a Byte datatype which can't be bigger than 256!? Wink

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wardeathfun
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PostPosted: Fri Aug 28, 2009 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Ever imagined there could be a limit for the crate keys?
If the original has a value of 255, don't you think this has something to do with a Byte datatype which can't be bigger than 256!? Wink


not really... since i got it to work with a map that was full of crates...

http://www.youtube.com/watch?v=IupXoN_daLU&feature=channel_page

also that, it shows how fast the crates are :/ (is it possible npatch made it possble? or makes a difference if RA2 or YR?? because i got it to work on ra2... and once on yuri's revenge... but i never actually tried without npatch)

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Dark Templar X
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PostPosted: Fri Aug 28, 2009 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO is right. There will only be 256 crates on the map at any given time...

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wardeathfun
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PostPosted: Fri Aug 28, 2009 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

shoot.... then how the hell did i do it? *trys npatch*

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Dark Templar X
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PostPosted: Fri Aug 28, 2009 5:31 am    Post subject: Reply with quote  Mark this post and the followings unread

You don't! The limit is 256!

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4StarGeneral
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PostPosted: Fri Aug 28, 2009 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

You probably just changed the crate regen to .01 or some crazy number like that. Other than that, the limit is indeed 256. Any higher number will still give you 255 crates at any point.

Btw, game speed is slooooow on that video. #Tongue

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Lin Kuei Ominae
Seth


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PostPosted: Fri Aug 28, 2009 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

In addition do 255 crates on small map (like in the vid) look like much more than on a big map. #Tongue

And if you fast enough switch the position of one object back and forth, it looks like two. Razz

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wardeathfun
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PostPosted: Fri Aug 28, 2009 11:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

dang ._. ok... but still... i have crate regen as seen above to 0.01 or whatever and it till shows no change ;_;

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wardeathfun
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PostPosted: Mon Aug 31, 2009 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

nobody knows whats wrong? Could it be that I have The first decade? (its the same thing but... im throwing out guesses).

Cost= works for the rules.ini (i use it for yuri to make him balanced temporarly) and it doesnt work for a mod :/ had to use the other method mentioned above.

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4StarGeneral
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PostPosted: Tue Sep 01, 2009 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Listen, as far as cost goes, you need to read the section above the countries in the rules. It explains all about the fact that Cost= alone, no longer works.

You must put Cost(class)Mult=, for example: CostUnitsMult=2. Its how it works, same for all the commands, ergo: BuildTimeDefensesMult= universal variables as used by crates.

Crates themselves, for such a rapid crate game a.k.a. RAM Annihilation, CrateMin of 240 and CrateMax of 255 and a Regen of 0.01 is about as fast as you'll get without some amount of IEing from sheer amount of crates coinciding with themselves.

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wardeathfun
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PostPosted: Tue Sep 01, 2009 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Listen, as far as cost goes, you need to read the section above the countries in the rules. It explains all about the fact that Cost= alone, no longer works.

You must put Cost(class)Mult=, for example: CostUnitsMult=2. Its how it works, same for all the commands, ergo: BuildTimeDefensesMult= universal variables as used by crates.

Crates themselves, for such a rapid crate game a.k.a. RAM Annihilation, CrateMin of 240 and CrateMax of 255 and a Regen of 0.01 is about as fast as you'll get without some amount of IEing from sheer amount of crates coinciding with themselves.


Cost= worked for me :/

anyways. I want to know what makes crate move around really fast like the video. I have
[CrateRules]
CrateMaximum=255
CrateMinimum=254
CrateRegen=0.01
and the only thing thats different is there is some crates but they dont vanish and respond quickly. They just sit there.

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Dark Templar X
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PostPosted: Tue Sep 01, 2009 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Set CrateRegen higher! Each crate has its own timer, by the way.

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