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> subfactions as the result of upgrades
Lin Kuei Ominae
post Jun 11 2008, 11:01 AM
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QUOTE (Clazzy @ tiberium web community mod)
See what can and can't be implemented (just to tell you now, you cannot have an upgrade as a prerequisite, at least not in TS).

I took this for granted for a long time until I tested it a moment ago for myself and it worked.
I was able to make a building available as soon as i placed down the GAPOWRUP upgrade just with Prerequisite=GAPOWRUP.

So this means that we could have a conyard with 1 upgrade that defines which subfaction we want to use.
e.g.
Nod Conyard has Nod upgrade or Cabal upgrade
GDI Conyard has GDI upgrade or Forgotten upgrade

The AI won't use this, but online games can use this for a much bigger variety of games. And this is imo the best solution to make multiple sides work with the limited possibilities of TS.


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jadems
post Jun 11 2008, 11:13 AM
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Aha! That's one way to make a new faction.
But I did that with something I tried out for the Community Mod for the Scrin buildings.
I think I had a GDI barracks and I had a single upgrade slot, 1 for stronger infantry and 1 for faster infantry and it worked! Last I used it though.


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GameMaster0000
post Jun 11 2008, 11:13 AM
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Interesting idea, but if I remember correct prerequisite by upgrade I has bug that sometime you can build unit that prerequisite that upgrade and some time not. Maybe I wrong I will test in game.

Edit : after test I change this line on Titan and GADEPT

CODE
[MMCH]
Prerequisite=GDIFACTORY,GAPOWRUP

[GADEPT]
Prerequisite=FACTORY,GAPOWRUP


Result : When I build Power Turbine on GAPOWR I still can't build Titan or Service Depot.

This post has been edited by GameMaster0000: Jun 11 2008, 11:52 AM


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Scorch
post Jun 11 2008, 05:11 PM
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This is amazing. Really!
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Lin Kuei Ominae
post Jun 11 2008, 05:41 PM
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QUOTE (GameMaster0000 @ Jun 11 2008, 11:13 AM) *
Interesting idea, but if I remember correct prerequisite by upgrade I has bug that sometime you can build unit that prerequisite that upgrade and some time not. Maybe I wrong I will test in game.

you're right.
I tested it again. When i first build GAPOWRUP i didn't got the new buildoptions. But after i placed the 3 powerup i got them.
That is very strange.

\EDIT
The problem is, that you have to build right after GAPOWR the Powerup to get the new buildoptions. If you build something between the PowerPlant and its powerup it doesn't work anymore.

But for someone who makes a mod this shouldn't be a problem, if he has after the MCV deploy the subfaction upgrades as the only building options. So the player can't build anything else.

This post has been edited by Lin Kuei Ominae: Jun 11 2008, 05:49 PM


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my public units for you
Nod units:____________________________GDI units:
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Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
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The DvD
post Jun 11 2008, 05:59 PM
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What if he undeploys and redeploys his Conyard? Normally the building list gets reset, i mean the game looses all building options except those you have the correct prerequisite building for.

I wonder if buildings that are upgraded can be undeployed at all..


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Lin Kuei Ominae
post Jun 11 2008, 07:33 PM
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yes, upgraded buildings can be undeployed. They just sell the upgrade if undeployed.
But i wonder how you can undeploy your conyard at all. I can't undeploy my conyard in campaign as well as in multiplayer mode.

This post has been edited by Lin Kuei Ominae: Jun 11 2008, 07:49 PM


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Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
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jadems
post Jun 11 2008, 09:53 PM
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That explains why my barracks worked, because I only tried building barracks and the upgrade straight after.

In the multiplayer menu, there's the option to have an undeployable MCV, isn't there?


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Lin Kuei Ominae
post Jun 11 2008, 09:57 PM
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stupid me. I never thought to activate this option. blush.gif


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Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
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Clazzy
post Jun 11 2008, 10:06 PM
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QUOTE
The problem is, that you have to build right after GAPOWR the Powerup to get the new buildoptions. If you build something between the PowerPlant and its powerup it doesn't work anymore.

This must be why it never seemed to work. I was always under the impression that it was impossible in TS, it was easy to do in RA2 with the PrerequisiteOverride= tag, though. Does this problem also include the construction of units? If you build the upgradable building, a vehicle and then the upgrade does it work?


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Lin Kuei Ominae
post Jun 11 2008, 10:45 PM
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yep, this works. i tested it with building an infantry before the upgrade and it still worked.


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Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Machine
post Jun 11 2008, 10:56 PM
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Nice find, probably going to abuse this latter.


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GameMaster0000
post Jun 16 2008, 06:00 AM
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I think in theory AI can use this. on plug-in AI will random to place plug-in on it(You can see GAPLUG AI will random upgrade on it). It should has 100% Alternate Tech tree and in AI/AIFS.ini make new team that require building of sub faction.


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0warfighter0
post Jul 15 2008, 04:10 PM
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BUT, if you build another MCV you could have both the subfactions! That wouldn't be good would it? hmm.gif


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Lin Kuei Ominae
post Jul 15 2008, 07:08 PM
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When you reached such a high techlevel that you can build another MCV, you could also have captured another conyard, what would be quite the same.
And with such a high techlevel it doesn't matters anymore what kind of buildoptions you have, since it is imo only important at the beginning which side you have and which things you build.

You can also give each subfaction a separate buildable mcv, that deploys into a subfaction specific conyard. Then make the starting/standard mcv not buildable anymore.

This post has been edited by Lin Kuei Ominae: Jul 15 2008, 07:11 PM


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Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
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0warfighter0
post Jul 15 2008, 08:18 PM
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Well that's true, you can capture othere sides buildings anyway in normal games. ermm.gif


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GameMaster0000
post Jul 16 2008, 01:48 AM
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QUOTE (0warfighter0 @ Jul 15 2008, 04:10 PM) *
BUT, if you build another MCV you could have both the subfactions! That wouldn't be good would it? hmm.gif


I think not cause this bug.

QUOTE
The problem is, that you have to build right after GAPOWR the Powerup to get the new buildoptions. If you build something between the PowerPlant and its powerup it doesn't work anymore.

But for someone who makes a mod this shouldn't be a problem, if he has after the MCV deploy the subfaction upgrades as the only building options. So the player can't build anything else.


Before you get Another MCV you will surly build many building before that. So you can upgrade on new GACNST but you won't gain any of new tech tree.

PS.This only theory no time to test in game.


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jadems
post Jul 16 2008, 07:22 AM
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Or how about making a building with prerequisite GAPOWR, with only 1 upgrade slot and a build limit of 1.


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0warfighter0
post Jul 16 2008, 07:28 AM
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Thats another problem but I think it would work when the upgrade is build a few times after each other. However this isn't what it's supposed to do...


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GameMaster0000
post Sep 15 2008, 12:17 PM
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After I tested result is...

1.I make upgrade for construction yard with [GACNSTGDI]
2.Make GDI power plant and Titan has prerequisite=GACNSTGDI
3.When I build [GACNSTGDI] I can build GDI power plant with out problem.
4.But when I build war factory I can't build Titan.

So it mean that If you want fully playable subfaction you must make whole new tech tree.


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Lin Kuei Ominae
post Sep 15 2008, 03:12 PM
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yep, i came to the same result
something like a faction specific powerplant should solve the problem. Then you can use this pp as prerequisite.


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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GameMaster0000
post Sep 15 2008, 04:46 PM
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Another Problem is when you capture enemy Consyard you can't gain to build them tech tree. Even it is upgraded or not.

This post has been edited by GameMaster0000: Sep 15 2008, 04:51 PM


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Lin Kuei Ominae
post Sep 15 2008, 10:23 PM
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for that you have to capture of course the side specific powerplant too.


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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