Posted: Sat May 31, 2008 6:58 am Post subject:
Best solution of make balance 3 or more sides in TS(****)
First thing that I tell you. If you do this you will lost this feature in game
SuperJoe expanded on this method, be sure to scroll down and read it too
-Team Black
- short game mode
- no base mode
- unit count on start
1.Add Your New Side. It very Easy. Add new side on [Houses] Section and you must add before "Neutral" and "Special". Example Code(I add 3 New Sides)
4.Change BaseUnit=MCV to BaseUnit=HARV or any vehicle that you want
5.In [MultiplayerDefaults] change Bases=no and add UnitCount=1
6.Set all unit AllowedToStartInMultiplayer=no except MCV
7.Make MCV and conyard for new side. This is example
Code:
[VehicleTypes]
xx=MMCV
[BuildingTypes]
xx=MACNST
; Mobile Construction Vehicle
[MMCV]
Name=Mobile Warehouse Vehicle
Prerequisite=MAWEAP,MATECH ;prerequire for new techtree
Strength=1000
Image=MCV ;Use MCV image
Category=Support
Armor=heavy
DeploysInto=MACNST ;New side Consyard
TechLevel=10
Sight=6
Speed=3
Owner=FORG,Special ;New Side and add "Special" to make new side can build it
CrateGoodie=yes
AllowedToStartInMultiplayer=yes ; Yes to make it appear on Multiplayer
Cost=2500
Points=60
ROT=5
Crewed=no
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
; construction yard
[MACNST]
Name=Warehouse Yard
ConstructionYard=yes
Strength=1000
Armor=heavy
Image=GACNST ;Normal Conyard Image
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=MMCV ;undeploy to new conyard
Sight=10
Owner=FORG,Special ;only for new side
Cost=2500
Points=80
Power=0
Capturable=true
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=no
TogglePower=no
8.For other Building you can clone any from GDI or Nod Building and make it for new side. But you must set Prerequisite=ConyardsOfYourNewSide and Owner=YourNewSide,Special. This is Example Code.
Code:
[MASPPY]
Name=Tiberium Supply Center
Strength=750
Prerequisite=MACNST ; <-------here
Armor=wood
TechLevel=1
Sight=6
Adjacent=2
Owner=FORG,Special ; <-------here
Cost=300
Crewed=no
Points=40
Power=0
Storage=40
Explodes=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
PipScale=Tiberium
MaxDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 300
TogglePower=no
Nominal=yes
; Cabal power plant
[CABPOWR]
Name=Power Droid
Strength=750
Prerequisite=CABCNST ; <-------here
Image=CRYS
Armor=wood
TechLevel=1
Sight=6
Adjacent=2
Owner=CAB,Special ; <-------here
Cost=400
Crewed=no
Points=40
Power=150
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 300
TogglePower=no
AIBuldThis=no
Nominal=yes
Result : When you start game you will with 1 MCV for GDI and Nod for new side get MMCV if disable base(I set it is default in game too). If you enable base game will give you only one harvester and don't select unit count more than 1(default too) or you will get an internal error.
Hehe, this logic did also ZoidZilla use... But for your solution you have to clone the harvesters, if not, you can't build them (or do you can? I don't think so...) _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Hehe, this logic did also ZoidZilla use... But for your solution you have to clone the harvesters, if not, you can't build them (or do you can? I don't think so...)
No. I still can build harvester on GDI,Nod,Forgotten and Cabal. I try another thing. you don't need to clone GMCV and NMCV you can use MCV for both GDI and Nod(But 3 or more sides need specific MCV).
BTW can any one can change option in multiplayer form "Bases" to another word cause from technique at the top I want to change "Bases" to "Sole Survivor" and change BaseUnit to DEFENDER QUICK_EDIT
for that you have to edit the leanguage.dll
Hmmm, and I was so sure... Well, as long it works... BTW, you can't make different conyards fpr GDI and Nod. Because only GACNST has the build options - all others won't work. I tried to do the trick also with nod, but failed. If someone knows a solution without making a new side... xD _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
The best solution will be exe hack as AI is useless with building and task force logic.
So until ai.ini accepts 3,4,5,6,7,8 etc when deciding which faction should build the taskforce, its not going anywhere quickly. _________________ QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sat May 31, 2008 1:35 pm Post subject:
Can you do a NACNST and second refinery with this solution? Thats all I want. No 3rd side. Just alt refs and cons yards. Using HARV is fine. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
alternative raffineries shouldn't be thaqt problem, should it? Well, if you want to split those two sides: I only can think of a workaround, so making a Nod clone as 3th side which work as Nod. One of the problems will be the loading screen, but its more or less minor, isn't it? _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Jun 01, 2008 2:41 am Post subject:
Yeah. I got alt refs normally (really my lazyness got the best of me so I tested out an idea. Bing-ho!)
Now, can I get sep MCVs/Cons, for 2 SIDES. Allies and Soviets (instead of GDI and Nod) _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Sun Jun 01, 2008 3:43 am Post subject:
I appreciate you posting this tutorial - However, I've found this method to be faulty when I tried it.
The build options are still greyed out for the 3rd faction, just as it would be if it were normal [MCV].
I'm going to have to dump this from the tutorials section, unless you can provide evidence that you got this to work properly. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
I appreciate you posting this tutorial - However, I've found this method to be faulty when I tried it.
The build options are still greyed out for the 3rd faction, just as it would be if it were normal [MCV].
I'm going to have to dump this from the tutorials section, unless you can provide evidence that you got this to work properly.
for that you must need specific MCV and Consyard for new side. I think I don't explain it clearly. I will edit it now.
New side can't use GACNST you must make new one for new side. And all structure must prerequisite your new consyard and make Owner=YourNewSide,Special QUICK_EDIT
Owner=YourName,Speicial ??? We used Civilians insteed of Specials... Try it with civis then... _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
But it also works with this code (just an example):
[CACNST]
Name=Zone Construction Yard
Image=GACNST
ConstructionYard=yes
Strength=1000
Armor=heavy
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=CAMCV
Sight=6
Owner=ZOID,Civilian
Cost=2500
Points=80
Power=0
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Jun 01, 2008 5:10 pm Post subject:
Wait the ztype up.
ALL Soviet buildings will have to be
Owner=Soviet,Special
Right?
And will this need to be done to the Soviet units as well? Or just buildings? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
If you get any grayed out build-options, this has to do with the building "Prerequisite=" key. Mainly it will give you multi-owned buildings like the pavement, pulse cannon or engineer.
For example, pulse cannon
[NAPULS]
Owner=GDI,Nod
Prerequisite=Radar
Usually, if you build any radar like NARADR or GARADR you will get a pulse cannon. If you give your new side an radar and build this, you will also get a Pulse cannon. But you can't produce it, because only GDI and Nod are the owner of it. You can change the line to 'Owner=GDI,Nod,YourSide' then you can build the EMP Cannon also with your new side. If you want no pulse cannon for your side, then you have to change the Prerequisite line.
In this case you must change it to:
[NAPULS]
Owner=Nod
Prerequisite=NARADR
And create a new pulse cannon for the GDI with the keys.
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Jun 02, 2008 2:24 pm Post subject:
Aha so Gamemaster, if I'm correct you solved the greyed-out build options problem by giving them to the Special house, in addition to your 3rd faction house?
Code:
Owner=faction,Special
If that is the case, it will likely put these buildings as greyed-out selections when you use the first two factions. That makes it frustrating to play, as it spams up the player's unit list, and they're always hearing "NEW CONSTRUCTION OPTIONS" for everything they do..
If that is not the case though, I'll gladly put this topic back in the tutorials section.
Or, if you want to re-write the topic just as a tutorial for "creating multiple MCVs" and don't include that it makes a good solution for 3+ factions, that will be good for the tutorisls section.
I just don't want people to be misled, since this really doesn't solve the 3+ faction problems, as far as I can see _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
If that is the case, it will likely put these buildings as greyed-out selections when you use the first two factions. That makes it frustrating to play, as it spams up the player's unit list, and they're always hearing "NEW CONSTRUCTION OPTIONS" for everything they do..
No, if you make it right there will be no greyed-out options for any side at all. Also there will be no 'construction options' sound bug. It may occur if you capture the MCV of another side. But I think with a bit of work you can prevent this too. QUICK_EDIT
Aha so Gamemaster, if I'm correct you solved the greyed-out build options problem by giving them to the Special house, in addition to your 3rd faction house?
Code:
Owner=faction,Special
If that is the case, it will likely put these buildings as greyed-out selections when you use the first two factions. That makes it frustrating to play, as it spams up the player's unit list, and they're always hearing "NEW CONSTRUCTION OPTIONS" for everything they do..
If that is not the case though, I'll gladly put this topic back in the tutorials section.
Or, if you want to re-write the topic just as a tutorial for "creating multiple MCVs" and don't include that it makes a good solution for 3+ factions, that will be good for the tutorisls section.
I just don't want people to be misled, since this really doesn't solve the 3+ faction problems, as far as I can see
I solve this by all building of third side must prerequisite third side consyard.
Code:
[MASPPY]
Name=Tiberium Supply Center
Strength=750
Prerequisite=MACNST ; <-------here
Armor=wood
TechLevel=1
Sight=6
Adjacent=2
Owner=FORG,Special
Cost=300
Crewed=no
Points=40
Power=0
Storage=40
Explodes=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
PipScale=Tiberium
MaxDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 300
TogglePower=no
Nominal=yes
; Cabal power plant
[CABPOWR]
Name=Power Droid
Strength=750
Prerequisite=CABCNST ; <-------here
Image=CRYS
Armor=wood
TechLevel=1
Sight=6
Adjacent=2
Owner=CAB,Special
Cost=400
Crewed=no
Points=40
Power=150
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 300
TogglePower=no
AIBuldThis=no
Nominal=yes
Thanks for making the author happy with your post. Now stop bumping topics if you don't have anything constructive to add. (Other people, whine about bumping and I'll crap your posts). QUICK_EDIT
edit: THIS WAS WRONG.I'm ashamed,but I realized I must have been editing 2 rules.ini files,1 backup and 1 active,and the best changes described in this post don't work
I'm very sorry,I will try to find some others things to make up for that,sorry again
*BUMP* (sorry)
I was using this tutorial to experiment with making a new faction,and I was annoyed with putting Special as owner and prerequisite="custom constr yard" on the custom power plant to avoid others sides to have it as greyed,so I tested something...that worked,so basically this:
Quote:
And all structure must prerequisite your new consyard and make Owner=YourNewSide,Special
becomes obsolete (edit: mistake,see top or bottom edit).
For the refinery (since it's the same as others),I put this:
Code:
Owner=GDI,Nod,MutArmy
I hope it can be useful.
edit: before I forget,I started my mod from UMP v2.0.
I don't think it's important,but maybe I'm wrong.
If I find new things,I will report,but I may not be really fast or lose interest in my mod mid-way
edit: THIS WAS WRONG.I'm ashamed,but I realized I must have been editing 2 rules.ini files,1 backup and 1 active,and the best changes described in this post don't work
I'm very sorry,I will try to find some others things to make up for that,sorry again Last edited by Cantdrawbutmod on Sat Jul 24, 2010 7:50 am; edited 2 times in total QUICK_EDIT
Actually this should not work, since the Owner key accepts only houses and not sides.
Thus MutArmy is wrong there.
The fact that it still works could be a result of the 2 added owner entries, which might cause the game to go in a different mode when checking owner conditions for this building.
Thus writing Owner=Neutral,ModSide should give the same effect. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Huh?
But for several units (tiberian lifeforms,core defender,CABAL defenses),the owner is Civilian,not Neutral.
Also,MutArmy on the refinery allowed me to build it.
Well I will do more testing later (next week) anyway.I will try various combinations then. QUICK_EDIT
Owner=Civilian is wrong too. Westwood themselves mixed up Houses and Sides and put the wrong one on the Owner key.
With Owner=Civilian, the game seems to go back to the default setting which is Owner=none. And there isn't any problem due to this, because all the stuff with Owner=Civilian is unbuildable anyway. _________________ SHP Artist of Twisted Insurrection: Nod buildings
About Owner and the possibles values to be added to the new side:
GDI,Nod,Neutral or Special or any new entry in [Houses]: allow the new side to build its building,but gdi and nod also have the building in their list,without being able to build it,and causing "new construction option" to be repeated often.
Civilian: for some reason,work like Neutral and Special,might be hardcoded rather than being an usable side value.
any new entry under [Sides],"Mutant" ([Sides] value),"none" or random text (I tried "lol" and also "all" and "any"): The building won't appear in any list.
edit: I give up after that.My game is acting really weird sometimes (for a little time,I even got GDI voice for my new faction,but I wasn't able to reproduce it ) QUICK_EDIT
I've found a way to completely remove the unit count slider from the match set up screen. Leaving the slider on could lead to crashes if the player selects more than 1 unit, so I recommend doing this.
First, you need to add the following keys for all your construction vehicles:
Code:
[MCV]
...
Prerequisite=CABHUT ; This is not built
TechLevel=1 ; Needs to be low or the game will IE with lower tech levels
Cost=50000 ; Needs to be high to make this work
CrateGoodie=no
Next, make a copy of the MCV and any of the additional side's construction vehicles. They should have:
Code:
[MCVBUILD]
...
Prerequisite=FACTORY,TECH ; Or whatever your real prerequisites are
TechLevel=9 ; Or whatever your real tech level is
Cost=2500 ; Or whatever your real price is
CrateGoodie=yes
Construction yard and any of the additional side's construction yards need to have this:
Code:
[GACNST]
...
UndeploysInto=MCVBUILD ; With 3rd side to 3rd side MCV, etc.
Next, go to [MultiplayerDefaults]. Add this:
Code:
[MultiplayerDefaults]
...
UnitCount=2
If you've followed the original tutorial, only the MCV and any additional side's construction vehicles have AllowedToStartInMultiplayer=yes. Since we changed UnitCount to 2, we need to give another unit AllowedToStartInMultiplayer=yes. Give it every side's basic infantry or some other really cheap unit. In my case, GDI and Nod light infantry and Forgotten mutant warrior.
Code:
[G1]
...
AllowedToStartInMultiplayer=yes
That covers it for rules.ini. Next we need to edit language.dll. Use Resource Hacker or some other program for it. I'm using Resource Hacker v3.4.0.79. You can get it here.
Search for "Unit Count". You need replace the WS_VISIBLE on the unit count slider with WS_DISABLED. Keep searching for "Unit Count" and do the same thing for all the unit count sliders. Some of the sliders already have WS_DISABLED, for them simply remove the WS_VISIBLE. Once you've done this for all the sliders, you should clean it up by removing all the unit count labels and rearranging the sliders so there are no empty spaces between them.
The end result should be that the unit count slider is hidden away and always defaults to 2. Despite this you will always start the match with only 1 MCV or in case of the additional side's with their respective construction vehicles. If for some reason you get more units or if the game crashes, make a post here. I'd be interested to know if this method works for others too.
Here are some explanations for the changes I made, it's not necessary to read on anymore unless you really are interested . Why didn't I simply put UnitCount=1 in rules.ini? Due to lazy westwood coding the unit count slider defaults to 2 in LAN matches if you set it to 1 in rules.ini. They probably had some check in the code to see if the unit count value was 1<=X<=10, but for LAN they accidentally put in 1<X<=10. This is the only logical reason I can think since LAN games work just fine even if you adjust the slider to 1. Why didn't I remove the unit count slider completely in language.dll? If you remove the slider the unit count value actually defaults to 0, at least in LAN. The result is that all players start with no units and immediately lose. Since the slider needs to be there, we can simply hide it and make it impossible to adjust it. _________________ QUICK_EDIT
Weird that I didn't figure this out before, but can't short game option be emulated pretty easily? If you give every single unit (apart from the MCVs) Insignificant=yes, then when you lose all your structures you lose the match? So adding a 3rd side does not mean you have to necessarily get rid of short game, but it does remove the option from the player to choose whether or not they want it. But I think every C&C game after RA2 has had short game enabled by default and you can't disable it, so I don't think it is a big deal.
About the Insignificant key itself. ModEnc says
Can be set to 'yes' or 'no'. This defaults to 'no' for all objects as setting it to 'yes' means that the object is not counted for scoring and kills purposes when destroyed and therefore will not be included in the logic which accumulates scoring for objects improving with veterancy.
This is simply false, veterancy score is counted from the cost of the destroyed units. I also checked and Insignificant units are counted for kills / deaths for the match stats.
Setting this to 'yes' on a player-owned unit has been known to cause issues if that unit also has a BuildLimit= set, where that limit can be exceeded.
And now, after reading this I realise this method does not fully work I've experienced this problem before and Insignificant does nullify the BuildLimit key. So all BuildLimited units would still need to be killed after all the enemy structures have been destroyed. Though in the case of the default TS that means only Mammoth Mk. II, Cyborg Commando, Ghost Stalker and Mutant Hijacker. Not a massive issue, but still annoying... I doubt there is a way to fix this by normal means. I quickly tested and negative BuildLimit is not affected by this issue, only positive. _________________ QUICK_EDIT
IIRC from when Morpher and I were first implementing CTF into TO, Refineries are a problem for Insignificant (One of the reasons Tiberium harvesting isn't available in CTF) QUICK_EDIT
Hey if anyone still listening, i did this...
and my problem is that i can only build as the 3th side when i put "no bases" on, this means my opponent has to have atleast 1 unit to their disposal, meaning that they can't build buildings..
so any solutions on my problem or ideas? QUICK_EDIT
You have to make sure all units but the MCV's have 'AllowedToStartInMultiplayer=no'.
Have and when i try to start it as the 3th side, it crashes.(when "no bases are on", when it's not on, i can deploy my mcv, but i can't build anything)
idk if this helps to understand my situation but when i put 10starting units
i can end up with several MCVs. 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