Posted: Fri Apr 01, 2022 3:17 pm Post subject:
Separated GDI and Nod light infantry (E1), Refinery and harv
I was thinking about this for a long time. Is there any fix or modder souce that separates GDI and Nod light infantry (E1 will remain for GDI, NE1 will become Nod infantry as example), refinery and harvester into separate units for each faction? And same for singleplayer maps.
I think it can help for many modders, who want to improve apperance for each faction and same time want to keep vanilla maps. QUICK_EDIT
The separation of common assets (light infantry, engineers, refineries harvesters etc) into faction specific entities is relatively painless to do for a mod that does not want to keep the official campaigns in a useable state. The type index's can be largely butchered with minimal changes to the ai(fs) inis.
Keeping the official campaigns in a consistent workable state is not as straight forward. Editing them in bulk to switch unit type IDs is fine and dandy but the trigger events may utilise the respective type index's (UnitType, BuildingType etc). From what I recall, this is based on their position in the index and not the index value actually listed in the rules.ini for this.
It would be possible as a 'one off' to achieve this and update all the respective index entries for the missions. But if it is being used as base for a mod and the type lists are altered again (such as the modder wanting all GDI units grouped to appear in a certain sidebar order) then the official missions may be buggered once more.
At least that was my take, I am a bit out of it with TS modding and may be reflecting on outdated info. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum