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3rd and 4th side
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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Sat Sep 12, 2015 3:51 pm    Post subject:  3rd and 4th side
Subject description: ...
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Anyone else ever trying to add the third and the fourth side like DTA did?

I am trying using Crystallized Doom as experiment but failed ... Mad

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Sep 12, 2015 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Sep 12, 2015 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

DTA's method actually has quite a few differences and thanks to the addition of the Spawn# houses that were added by Iran's spawner, it's done in a more direct way than explained by that tutorial.

I'll could write a tutorial on how to do it when I have some more time.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Sep 13, 2015 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd appreciate that.

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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Sun Sep 13, 2015 10:22 am    Post subject: C Doom.. Reply with quote  Mark this post and the followings unread

Crystallized Doom is a mod with working and playable four different side. In the past I have been trying to make it work under cncnet5, DTA and an earlier version of CNCnet. There is one client that succeed to load the game (into battlefield) but the AI plays dumb, they do not deploy their MCV..

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Sep 13, 2015 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need to trick them into deploying. See the tutorial.

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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Sun Sep 13, 2015 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crystallized Doom already used that tutorial... and working just fine with original Tiberian Sun.
It's seem, I'm afraid, that the current version of 'TiberianSun_Client' does not support 'that tutorial' and the mod that used it...

-->I'm not the creator of 'that' mod, I'm just using it for 'testing purpose' for these so called 'TiberianSun_Client' because it is the only 'working' mod with 4 playable side in Tiberian Sun Era...

... the AI still plays dumb, they do not deploy their MCV..

..all these prerequisite codes:

BaseUnit=HELPER       ; An extra fake unit needed for AI to work properly
BuildConst=HELPERDEP1 ; An extra fake building needed for AI to work properly

[MultiplayerDefaults]
...
Bases=yes             ; So you always start with the unit listed in BaseUnit=, and the side-specific MCV.
ShortGame=no          ; Setting this yes would require redesigning the HELPER unit and how it works
UnitCount=2           ; BaseUnit (HELPER) + side-specific MCV
.... implemented in Game Lobby screen as requested in tutorial..

why you don't try yourself and see what I mean..
However.. thanks anyway for response..

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Sep 14, 2015 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread


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