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Editing Nod Artillery
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SD
Civilian


Joined: 30 Sep 2013

PostPosted: Mon Sep 30, 2013 9:14 am    Post subject:  Editing Nod Artillery
Subject description: Restoring its firepower in Firestorm
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Greetings!

I'm wondering if anybody can tell me what I would need to edit in the rules ini for Firestorm to restore Nod Artillery to the stats it has in vanilla Tiberium Sun.

Well, specifically I'd like to at least restore the damage it did, and the ability to create craters. I'm fine with it being a little less accurate and I suppose the range is more reasonable in Firestorm as well. However it seems very outclassed compared to the juggernaut.

In any case, I've looked through the rules ini's for TS and FS and I can't see any differences. Am I looking in the wrong place or just blind?

Any help would be appreciated.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Sep 30, 2013 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Just go to the weapons projectile and change it to ballistic. it should be ballistic2 in Firestorm, I too don't like the damage output in firestorm but Westwood has done this for balance. Smile

[Ballistic]
High=yes
Image=120MM
Arcing=true

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 30, 2013 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

just look in tibsun.mix/local.mix for the TS rules.ini
With Firestorm came the expand01.mix which includes a rules.ini too and which overrides the tibsun.mix rules.ini.
So you can compare both versions yourself and do the changes you want.

Though keep in mind that some aspects of the artillery are hardcoded. Thus you'd have to clone the weapon and warhead so the game uses the ini values and not the hardcoded ones.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Sep 30, 2013 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

BallisticScatter value has changed from TS to FS from 1.0 to 2.0.
Reversing it, will affect Juggernaut also. This might be the reason for less damage in Artillery. The change is in firestrm.ini.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Mon Sep 30, 2013 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

Though keep in mind that some aspects of the artillery are hardcoded. Thus you'd have to clone the weapon and warhead so the game uses the ini values and not the hardcoded ones.


is there a list of what is all hardcoded ?

all I know of is MMK2 HP, droppod crew, jellyfish float frames and Sonic laser range

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 30, 2013 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

a list? good point. i don't think there is one. In the past people usually checked the exe with a hex editor if something is hardcoded by simply searching for that object.

e.g. search for 155mm and since you can find that string in the exe, you know that this object has something hardcoded

Strings that i just found flying over the exe
-APC (though in this case only the special water logic is applied and no rules.ini settings)
-INVISO
-FIRE3
-PULSBALL
-NAPOST
-NAFNCE
-DROPLAND
-CARYLAND
-GAPLUG, GAPLUG4, GAPLUG3, GAPLUG2
-XGRYSML1, XGRYMED2, XGRYMED1
-all city/civilian stuff CA0021 to CA0001, ABAN15 - ABAN01, CAR, BUS , WINI etc
-DOGGIE, VISC_LRG, VISC_SML, JFISH (this and civil stuff probably used by random map generator and no real ini-settings hardcoded)
-HMEC
-MUTANT
-MultiLauncher
-ChemLauncher
-E2, E1 (used for droppod)
-METSMALL, METLARGE
-TRUCKA, TRUCKB
-NAWALL, GAWALL, GAFSDF
-GasCloudM1, VEINHOLE
-ARTYHE
-155mm

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Tue Oct 01, 2013 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
a list? good point. i don't think there is one. In the past people usually checked the exe with a hex editor if something is hardcoded by simply searching for that object.

e.g. search for 155mm and since you can find that string in the exe, you know that this object has something hardcoded

Strings that i just found flying over the exe
-APC (though in this case only the special water logic is applied and no rules.ini settings)
-INVISO
-FIRE3
-PULSBALL
-NAPOST
-NAFNCE
-DROPLAND
-CARYLAND
-GAPLUG, GAPLUG4, GAPLUG3, GAPLUG2
-XGRYSML1, XGRYMED2, XGRYMED1
-all city/civilian stuff CA0021 to CA0001, ABAN15 - ABAN01, CAR, BUS , WINI etc
-DOGGIE, VISC_LRG, VISC_SML, JFISH (this and civil stuff probably used by random map generator and no real ini-settings hardcoded)
-HMEC
-MUTANT
-MultiLauncher
-ChemLauncher
-E2, E1 (used for droppod)
-METSMALL, METLARGE
-TRUCKA, TRUCKB
-NAWALL, GAWALL, GAFSDF
-GasCloudM1, VEINHOLE
-ARTYHE
-155mm



O.O So that is why I couldn't change the palette when I added new animation in GasCloudM1. Thanks for the info!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 01, 2013 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I doubt it's because of that.
1. GasCloudM1 is afaik only listed there due to its hardcoded behaviour as the default spawn particle of the veinhole monster.
2. all Particles are hardcoded to use by default anim.pal. No particle is using any art.ini entry, they always directly use the shp. The settings about length of anim, loops, animation speed are all set in the particle, thus there is no art.ini entry necessary or used.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Oct 01, 2013 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

2 is the real reason indeed.

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Tue Oct 01, 2013 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK does the hardcoding of 155mm two effects:
It limits the damage output to a specific value, and (dunno if it is because of the damage), it doesn't use the yellow animations, but only the grey explosions. (The Deformation isn't happening because of the Treshold, AFAIK, since the hardcoded damage is below the treshold)
As far as I am concerned, it is far easier to copy the weapon itself, and copy the vanilla rules

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