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For those who have used Ares and figured out new country's.
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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Fri May 21, 2010 2:09 am    Post subject:  For those who have used Ares and figured out new country's. Reply with quote  Mark this post and the followings unread

So I am trying to create a new country in Yuri using Ares. I don't see it in the country selection list. Does anyone know how to get this to work out so I do?

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m7
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Joined: 17 Apr 2009

PostPosted: Fri May 21, 2010 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Uh, it's as simple as adding it to the [Countries] list and making sure Multiplayer=yes is set to the country?

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hotrods20
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Joined: 27 Jul 2009

PostPosted: Fri May 21, 2010 3:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I did that and It didn't work.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri May 21, 2010 4:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm having the same problem here,

[Countries]
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British
5=Africans
6=Arabs
7=Confederation
8=Russians
9=YuriCountry
10=Neutral
11=Special
12=GDI
13=Nod
14=RevengeForce
15=Venom

[Sides]
GDI=British,French,Germans,Americans,Alliance,RevengeForce
Nod=Russians,Africans,Confederation,Arabs,Venom
ThirdSide=YuriCountry

[Venom]
UIName=Name:Venom
Name=Venom
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
Side=Nod
SmartAI=yes
;VeteranInfantry=YURI
;CostUnitsMult=.85

[RevengeForce]
UIName=Name:RevengeForce
Name=RevengeForce
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
;VeteranInfantry=E1
;CostUnitsMult=.85

Even have RevengeForce and Venom on all thier Owner=

But game /ares crashes during loading. It's the only thing I have changed so it's not anything else crashing it.

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m7
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Joined: 17 Apr 2009

PostPosted: Fri May 21, 2010 5:06 am    Post subject: Reply with quote  Mark this post and the followings unread

...Funny, I added my countries before the special-handled countries and not a thing goes wrong.

Move your countries above the special 4 on the bottom.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri May 21, 2010 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I did that at first, it crashed then too. But this time I put them above Yuri and they work now.

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri May 21, 2010 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Intriguing... Maybe a thing to mention to the Ares team.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri May 21, 2010 10:00 am    Post subject: Reply with quote  Mark this post and the followings unread

You more likely to get help actually posting on their site, I'm pretty certain they got documentation/bug tracker

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m7
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Joined: 17 Apr 2009

PostPosted: Fri May 21, 2010 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, how does the game handle giving them strings for stuff like their description and loading screen? You should probably add all that stuff too.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri May 21, 2010 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

After playing around some more I've come to find that New Countries can be added after the special 4, you just have to make new [Sides] for them to work. Razz So basically the way things seem to work is if you add your new country to [Side] GDI or NOD it must be listed above Yuri, If you list it in [Side] YuriCountry it must be listed below Yuri and above the special 4, But if you make a new [Side] they can be listed at the end like this.

[Countries]
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British

5=Africans
6=Arabs
7=Confederation
8=Russians

9=YuriCountry

10=GDI
11=Nod
12=Neutral
13=Special

14=RevengeForce
15=Venom

; ******* Side Type List *******
; The combantants can be grouped according to side. This
; lists the sides and their respective member houses.
[Sides]

GDI=British,French,Germans,Americans,Alliance
Nod=Russians,Africans,Confederation,Arabs
ThirdSide=YuriCountry
Civilian=Neutral
Mutant=Special
Force=RevengeForce
Venom=Venom

@M7, LoadingScreen and strings and stuff like that are added to the Country setup.
[RevengeForce]
UIName=Name:RevengeForce
Name=RevengeForce
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=Force
SmartAI=yes
;VeteranInfantry=E1
;CostUnitsMult=.85
File.Flag=
File.LoadScreen=
File.LoadScreenPal=

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m7
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Joined: 17 Apr 2009

PostPosted: Fri May 21, 2010 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uh, what? New sides? You have no clue what you're doing at all.

[Countries]
0=Americans
1=British
2=French
3=Germans
4=Alliance
5=Greeks
6=AHCommand
7=Russians
8=Ukraine
9=Iraqi
10=Cubans
11=Yugoslavia
12=Libyans
17=GDI
18=Nod
19=Neutral
20=Special

[AHCommand]
UIName=Name:AHCommand
Name=Allied High Command
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
File.Flag=flagahcmd.pcx
File.LoadScreen=ls%sahcmd.shp
File.LoadScreenPAL=lsahcmd.pal
File.Taunt=taubr%02i.wav
LoadScreenText.Name=Name:AHCommand
LoadScreenText.SpecialName=Name:Superweapon
LoadScreenText.Brief=Brief:NationSuperweapon
MenuText.Status=STT:NationSuperweaponShort
RandomSelectionWeight=1

Works just fine. You don't have any of the string files in the side. And yes, I reorganized the country list with no issue. (btw, I know the documentation isn't 100% tutorial-like. I can write Ares tutorials if it's actually needed)

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Remus
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Joined: 14 Apr 2003
Location: North America

PostPosted: Fri May 21, 2010 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Uh, what? New sides? You have no clue what you're doing at all.


Making such a rude statement... Did you even read his full post or just the first sentence about new sides? Plus, the code you just posted that you're using verifies exactly what he's just explained:

1. Countries added at the end of the list after specials must belong to a new side(s). (Cranium's not saying you need to make all new sides to add a new country for Allied, Soviet, or Yuri.)
2. Countries added to Allied and/or Soviet sides must go before YuriCountry.
3. Countries added to ThirdSide must go after YuriCountry but before specials.


Actually, I find Cranium's discovery to be interesting because it also means that Ares fixes an issue with the Countries list. Remember that commented bit about crashes occurring if you reorder the original Countries? Apparently, you can now insert new countries between the originals without crashes resulting.

What Cranium has discovered is useful to newer modders using Ares who will see that commented bit and assume that even using Ares, they should add new countries to the end of the list and not mess with the arrangement of the originals.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri May 21, 2010 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

M7 wrote:
Uh, what? New sides? You have no clue what you're doing at all.


Ares Documentation:

Ares, however, makes these tasks possible – you can now have up to 16 countries and 16 sides

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m7
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Joined: 17 Apr 2009

PostPosted: Fri May 21, 2010 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium didn't discover that. That's been known by Ares testers for a while. What you also don't know (and Cranium hasn't discovered) is that the original 9 sides have special treatment to use the original 9 loading screens, flags, and strings until you change them otherwise. And how does my code support what he did? I didn't add any new sides to the game, I just stuck my country into the allied section of the list.

And I could give a flying ztype less about the order of the countries listed. I'm still troubleshooting his crash because he didn't add the string-related tags to the new country, meaning it would crash as it has no clue how to handle what to display on the loading screen.

Like I said. If basic tutorials are needed for Ares features, I'll gladly write them. Obviously they are needed.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri May 21, 2010 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

O.K. guys we need not turn this into an arguement here, I only posted these things to more understand things for me as well as others. And I dont take credit for anything I'm merely just posting what I find to work cause as you say M7 there really isnt any tutorial for Ares yet, So I'm as much in the wind with Ares as most others probably are.

So with that said, I did however notice that Ares will allow a new country that is Player Controlled to operate normally without having said strings attached to the Countries Statistics. However a new Country that will be AI will need them or crash will happen.

I have RevengeForce set up like this and game runs just fine.

15=RevengeForce

[Sides]
Force=RevengeForce

[RevengeForce]
UIName=Name:RevengeForce
Name=RevengeForce
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=Force
SmartAI=yes
ParaDrop.Types=LTNK
ParaDrop.Num=6
;VeteranInfantry=E1
;CostUnitsMult=.85

LoadScreen is pretty much just blank for now until I get around to making them with a few "Unknown" in place of where flag and stuff should be, But works without them.

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Last edited by Cranium on Fri May 21, 2010 9:29 pm; edited 1 time in total

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri May 21, 2010 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, ztyping duh. This makes more sense.

Do you have side-specific AI written? You'll need that just like you need it for NPatch or else you'll get crashes.
As each side uses a different index number, and if there are no MCV triggers or anything of the such.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri May 21, 2010 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Na, no AI yet, and to be honest I dont know jack crap about AI Embarassed

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m7
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Joined: 17 Apr 2009

PostPosted: Fri May 21, 2010 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well if the side has no AI and doesn't have it's side-specific buildings listed in the AI buildings section, you'll always get a crash upon AI use.

AI isn't that hard, I promise.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat May 22, 2010 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

So what do I have to do to give my new AI country an AI? Confused

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m7
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Joined: 17 Apr 2009

PostPosted: Sat May 22, 2010 2:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, send me your rulesmd.ini and aimd.ini. And I'll fix your AI issue. :v

And I'll explain everything I did too in a readme. So you know how I did things. As that's what's help is about. It's about learning.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat May 22, 2010 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I took a look at things and I still dont have a clue. Confused But here are the Rulesmd and AImd.



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m7
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Joined: 17 Apr 2009

PostPosted: Sat May 22, 2010 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thar. Inside the RAR is a nice readme.txt that gives you some bare-bones ideas of what you need for new sides and countries, as well as some pointers about where new stuff goes. I also fixed up your AI so it shouldn't crash.

Not doing this for everyone, btw



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Cranium
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PostPosted: Sat May 22, 2010 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks M7 for taking the time to do this for me. Once I figure out how things work with the AI I will help others with this as you have help me. That way you dont have everyone bugging you about it. thanks again.

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m7
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Joined: 17 Apr 2009

PostPosted: Sat May 22, 2010 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not a problem. A community is designed to HELP each other, to teach and to grow.

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Cranium
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PostPosted: Sun May 23, 2010 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Well crap, I finally got around to testing and no dice, it still crashes right after loading, So for now until I can figure out what the deal is I have listed Venom in the NOD side.

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High Templar X
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Joined: 26 Apr 2010

PostPosted: Sun May 23, 2010 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Post the except.txt?

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Cranium
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Location: USA

PostPosted: Sun May 23, 2010 3:28 am    Post subject: Reply with quote  Mark this post and the followings unread

(Ares) Except



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High Templar X
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Joined: 26 Apr 2010

PostPosted: Sun May 23, 2010 4:14 am    Post subject: Reply with quote  Mark this post and the followings unread

You're missing a war factory from the [AI] section I think. That's what this leads me to believe anyway.

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

PostPosted: Sun May 23, 2010 7:40 am    Post subject: countries Reply with quote  Mark this post and the followings unread

m7 wrote:
Uh, what? New sides? You have no clue what you're doing at all.

[Countries]
0=Americans
1=British
2=French
3=Germans
4=Alliance
5=Greeks
6=AHCommand
7=Russians
8=Ukraine
9=Iraqi
10=Cubans
11=Yugoslavia
12=Libyans
17=GDI
18=Nod
19=Neutral
20=Special

[AHCommand]
UIName=Name:AHCommand
Name=Allied High Command
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
File.Flag=flagahcmd.pcx
File.LoadScreen=ls%sahcmd.shp
File.LoadScreenPAL=lsahcmd.pal
File.Taunt=taubr%02i.wav
LoadScreenText.Name=Name:AHCommand
LoadScreenText.SpecialName=Name:Superweapon
LoadScreenText.Brief=Brief:NationSuperweapon
MenuText.Status=STT:NationSuperweaponShort
RandomSelectionWeight=1


Works just fine. You don't have any of the string files in the side. And yes, I reorganized the country list with no issue. (btw, I know the documentation isn't 100% tutorial-like. I can write Ares tutorials if it's actually needed)



So if I read this post correctly, you place in side the rulesmd file the items in bold?

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m7
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Joined: 17 Apr 2009

PostPosted: Sun May 23, 2010 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

No, you put them in artmd.ini.

Just download my RAR I uploaded for Cranium and read the readme.txt. I'm writing a ztyping tutorial now. >.>

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Nikademis Von Hisson
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PostPosted: Sun May 23, 2010 11:20 am    Post subject: Ares Reply with quote  Mark this post and the followings unread

You the man!!

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m7
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PostPosted: Sun May 23, 2010 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 23, 2010 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

High Templar X wrote:
You're missing a war factory from the [AI] section I think. That's what this leads me to believe anyway.


But dosent the AI only need an MCV to get started? It could be something else I'm doing wrong, but I think the engine is failing to read new sides value, as in

[Sides]
GDI= (1)
NOD= (2)
ThirdSide= (3)
Force= (4)
Vemom= (5)
Neutral= (6)
Special= (7)

Cause even after using DCoders AI Editor V2, and even FA2YR dosent read the new sides either, When the Rulesmd.ini is loaded for each they read the new Countries but not the new sides Confused

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High Templar X
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Joined: 26 Apr 2010

PostPosted: Sun May 23, 2010 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

If it's a new side, you need structures for the AI otherwise it won't do anything and crash during normal routines. Put simply, if you add a new side, you need to edit the [AI] section.

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MRMIdAS
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Joined: 17 Jul 2008

PostPosted: Sun May 23, 2010 7:47 pm    Post subject: Re: Ares Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
You the man!!


dude, you'd know to do that if you bothered to read the freakin' manual.

it really isn't that difficult,

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High Templar X
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PostPosted: Sun May 23, 2010 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

That assumes reading comprehension, something many people lack.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Sun May 23, 2010 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

High Templar X wrote:
Put simply, if you add a new side, you need to edit the [AI] section.


I'm well aware of that, I guess I just dont understand AI functionality. I've already cloned every Soviet trigger in the aimd.ini only difference is the cloned ones belong to Venom. I've even gone as far as making "production Begins" and "Autocreate" triggers for Venom via FA2YR. I dont know I guess I'll just put Venom back into the NOD side and leave it at that. It works fine there Confused

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m7
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PostPosted: Sun May 23, 2010 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

[AI] is in rulesmd.ini, CTRL+F ftw.

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Cranium
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PostPosted: Sun May 23, 2010 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

O.K. I havent added any new buildings into the Rulesmd yet so why would I have to edit that section? Owner=Venom is listed on all Soviet based structures. Meh, just forget it I've already wasted way too much time trying to figure this out. I've already put Venom back with NOD and it's just gonna stay that way. But Thanks for all the help you guy's have giving me. I'm just gonna let this one go and move on to other things.

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Mig Eater
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PostPosted: Sun May 23, 2010 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you add a new side you also have to add a whole new set of buildings, just adding Owner= to other ones wont work.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Mon May 24, 2010 3:11 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm sorry if I'm starting to be a pain in the rear on this subject, but this is eating away at me sooooo bad it's driving me crazy.

So anyway, O.K. I have added all new buildings for the Venom Side, updated the [AI] section as well as [Sides] section and [Countries] statistics. Even added it's own mcv [VMCV], Updated the AIMD.ini to include the new VMCV, but for some reason it still crashes right after loading. Can someone please take a look at my rulesmd and aimd to see if you can possibly spot something I'm missing? Ang guys I'm really sorry I havent been able to figure this out.



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Cranium
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PostPosted: Mon May 24, 2010 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ahhhh, Finally success. I got my new Countries/Sides working. Very Happy The AI is still a little screwy at the moment but atleast they are finally working. So you guys can disreguard last post.

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Nikademis Von Hisson
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PostPosted: Tue May 25, 2010 4:52 am    Post subject: Re: Ares Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
Nikademis Von Hisson wrote:
You the man!!


dude, you'd know to do that if you bothered to read the freakin' manual.

it really isn't that difficult,

Quote:

Countries

Countries are specified in the [Countries] list in rulesmd.ini. Any country with Multiplay=yes set will appear in the country selection drop-down list and be eligible for random selection if the player chooses 'Random'.Countries can be excluded from the 'random country' option, or given differing weights.

The [Countries] list can contain up to 32 countries, however taunts will only work for 16 of these.

Each country can be customized using the following flags in the country's INI section:
NB: The following filename specifications (where raw C-style format specifiers like %s are required) are going to be changed into safer versions in the future. The replacement style has not been decided yet.

[Country]►File.Flag= (filename, including the .pcx extension)
The PCX file to use for the country's flag, in the format "filename.pcx".File.Flag=
[Country]►File.LoadScreen= (filename, including the .shp extension)
The SHP file to use for the country's loading screen, in the format "filename%s.shp". The filename specified must include "%s", which will be substituted for the current screen width (640 or 800 pixels). For example, File.LoadScreen=ls%susstates.shp will make the game load ls800usstates.shp.File.LoadScreen=
[Country]►File.LoadScreenPAL= (filename, including the .pal extension)
The palette file to use for the country's loading screen, in the format "filename.pal".File.LoadScreenPAL=
[Country]►File.Taunt= (filename, including the Taunts\ directory and .wav extension)
Path of the files to use for the country's taunts, in the format "Taunts\filename%02i.wav". The filename specified must include "%02i", which will be substituted for the taunt ID (01 through 0Cool. For example, File.Taunt=Taunts\tauam%02i.wav will make the game load taunts tauam01.wav through tauam08.wav.
NB: Taunts will only be registered for up to 16 countries.File.Taunt=
[Country]►LoadScreenText.Name= (CSF label)
Name of the country, displayed on the loading screen (where a map of the country is usually shown). For example, LoadScreenText.Name=Name:Americans.LoadScreenText.Name=
[Country]►LoadScreenText.SpecialName= (CSF label)
Name of the country's special weapon, displayed on the loading screen. For example, LoadScreenText.SpecialName=Name:apara.LoadScreenText.SpecialName=
[Country]►LoadScreenText.Brief= (CSF label)
Description of the country and its special weapon, displayed on the loading screen. For example, LoadScreenText.Brief=loadbrief:usa.LoadScreenText.Brief=
[Country]►MenuText.Status= (CSF label)
Brief description of the country, displayed in the status bar of the country selection screen when the player mouse-overs that country in the country selection drop-down list.MenuText.Status=
[Country]►RandomSelectionWeight= (integer)
Specifies how likely it is that this country will be randomly selected when a player chooses 'Random'. The probability of this country being picked is calculated by dividing this country's RandomSelectionWeight value by the sum of all Multiplay=yes countries' RandomSelectionWeight values. Defaults to 1.RandomSelectionWeight=
[Country]►AI.PowerPlants= (list of BuildingTypes)
A list of buildings that the AI will treat as this country's power plants.AI.PowerPlants=


This should have been done with an example, I read this and couldn't understand it. When I saw the example done by M7, it made more sense..........Write it in plain English, it is just like the MODENC

Manual of undefinded answers needs completion

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue May 25, 2010 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

MODNEC?

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Tue May 25, 2010 5:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, ModNec. The flag-waving, gun-toting hillbilly of the C&C community.

As for our manual being supposedly too complicated, we're of course open to suggestions for improvement, but I have to point out that the one complaining is the same guy who sat in chat claiming Ares crashed when you use low-numbered mix files, and then presented this screenshot to show the problem - completely missing the "Launch Base Mod Creator: File Errors" header, and still not grasping that Ares was not even involved after several explanation attempts.

Just sayin'...dude is not exactly famous for reading comprehension in our realm.

Does anyone other than him have trouble with the manual? Any suggestions for improvement?

(Thanks to m7 for his help and tutorial on countries, btw.)

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue May 25, 2010 5:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd actually say the manual was put together quite well, it's a huge improvement over the likes of the NPatch MDK.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Tue May 25, 2010 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Renegade, I wouldnt waste any time on rewriting the Manual. Some area's are a bit confusing but with the help of others and some trial and error things can be figured out. Those of you involved with Ares have done so much already.

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pd
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Joined: 19 Jun 2005
Location: Gone

PostPosted: Tue May 25, 2010 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
I'd actually say the manual was put together quite well, it's a huge improvement over the likes of the NPatch MDK.

That's because it's written in English.

I'm having no trouble with the docs at all, but of course it does require you to have modding knowledge. Some people here should rather take some crash courses around ModEnc and maybe even DeeZire's old guides, they sure helped me getting started.

Adding a country is like adding a vehicle, really. You just need to know a few specials. Make sure your new country is owner of a BaseUnit (most likely hotrod's problem here) and you're safe, the AI will also require a miner.
Some of these rules should be mentioned in the docs, as it's Ares making it really possible. Some kind of checklist would certainly help, maybe I can find some time to do it (I'm currently adding sides and countries so I'm into it).

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed May 26, 2010 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

pd wrote:

but of course it does require you to have modding knowledge.


This assumes modders here want to learn by themselves Rolling Eyes

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Wed May 26, 2010 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread


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