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> Extra Side research
Bittah Commander
post Nov 5 2006, 04:25 PM
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Quote: Youri
I Have got an idea which I haven't expirimented with yet
If it works (I think yes) you can get as much sides you want with just 1 kind of MCV and 1 kind of conyard in your mod

* For each unit except for the engineer of the specific side do this "AllowedToStartInMultiplayer=no"

*Engineer must have techlevel 1 so you can start with it in each techlevel

*Each side is owner of the MCV and Conyard
For the MCV: Owner=GDI,Nod,Yourhouse,AnotherHouse
For the Conyard: Owner=GDI,Nod,Yourhouse,AnotherHouse,Neutral
Don't Forget that each building from another side then GDI or Nod must have Neutral as 2nd owner

* Then do this
[MultiplayerDefaults]
UnitCount=1

*for those who can work with language.dll en executable files,
delete also the UnitCount slider from the skirmish dialog language.dll

OK, now we have only an engineer to start with, now comes the next part

*In each map for your mod make a conyard near the start points for each of them.

*In each map for your mod you need to make triggers so the AI captures the conyard (this I haven't found out yet) but I think when you just give them a trigger which says them to guard that they will capture the conyard because they haven't got one since they do that also in a normal skirmish game

Now each side has the same construction yard while they can build their own building tree.

The rest you have to do is the [prerequisites] (common structures), the [sides], the [houses] etc...

Im going to test this and will post the result very soon

Youri


Quote: Youri
Ok here are the results, there are good and bad results.

Good results:
*It seems that the engineers automaticly capture the conyard if Owner is set to GDI or Nod (in finalsun) so no triggers needed.
*If you set the unit count higher than 1 you still start with one MCV (I started for example with 3 engineers and 1 MCV when the unit count was 3)
*All the sides can share one MCV without getting 2 or nothing at all in the beginning.

Bad Results:
*You always start with the MCV even if you have done the "AllowedToStartInMultiplayer=no"
*the extra side still has a gray powerplant, you see the cameo but you can't build it.

Conclusion: Another useless atempt to build new side(s) without problems, I blame it on the hardcodes.

Something I asked myself: why the AI is never another side then GDI
or Nod. In TSTW they are also Nod or GDI but I've never seen CABAL as an AI.


Quote: Youri
Too bad their is no way to let a 3rd side work correctly.
BTW how do I solve the problem of the unbuildable powerplant which apears in gray. The cameo is gray then and you can't build it.

Things I have done

- First of all I did everything what's neede for a third side: edit [Houses], [Sides], [Prerequisites], making buildings, units and infantry

- I made 3 MCV's, 1 for each side, Nod and GDI MCV deploys into GACNST and TRF(my 3rd side) deploys into TRCNST

- All TRF structures have TRF and Civilian as owner

-------------------------------------------------------------------------------------
So let's test the TRF side I thought cool.gif

- I have tried this with the powerplant:
"Prerequisite=TRCNST" but then I can't see anything at all in my sidebar :|

- I have tried this with the powerplant:
"Prerequisite=none" just like the GDI and Nod powerplant but then the TRF powerplant appears in gray in the sidebar for ALL sides :shock:

For so far I couldn't build anything for the TRF confused1.gif

Someone know how to solve this one because I don't know how to do it anymore and it's working on my nerves that it just won't work :twisted:


Quote: Bittah Commander
Follow this tutorial: http://www.tiberiumweb.com/forums/index.php?showtopic=24, then find "BaseUnit=MCV" in your rules.ini file and change it to "BaseUnit=BUS".
Now when you start a skirmish game, make sure you set "Unit count" to 1 and uncheck "Bases" (and "Short-game").
Now your new side will start with only 1 MCV (it's own MCV) and when it deploys all your new sides structures will be buildable, you have to make sure they aren't buildable to GDI and Nod though; this can be done by adding your new side's Construction Yard to the the prerequisites of your new side.


Quote: Youri


It works very well biggrin.gif


Quote: TShyper
well once i managed to get the game to have 3 sides, all there own con yards and start with 10 units, but the AI would not deply there MCV and one side (mostly nod) started with the dud mcv at times. also the fact that if that happend, at random the 3rd side would get the darkend out thing of GDI tech stucture. and it used morphers naval logic.


Quote: Bittah Commander
That allways happens when the buiding is actually buildable to the house via the prerequisites, but the building doesn't have the house as it's owner.


Quote: TShyper
but it was becasue the whole thing would not work like that unless its had Owner=*3dside*,GDI or Nod, Mutants or Civillian, but removeing GDI or Nod would stop the whole nOd having a Tech tree, some i cant remember as i gave up on it, morpher knows i was working with it as i told him i was using hes logic


Quote: Blitz947
Perhaps you might try giving the new mcv a dummy weapon and DeployToFire=yes. This has been used many a time to make vehicles deploy.

Another theory. Make an AI trigger for the mcv so it will attack with the mcv, and give the mcv's dummy weapon Range=-2. So you have an infinite range dummy weapon, and since the ai can see the map from the start, it should cause the mcv to deploy on the spot.


Quote: The DvD
I have tested both.

1 works and makes it deploy, but then they dont build
2 doesn't work at all, as the AI seems to need a conyard before any AI triggers start.


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