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203 + arty |
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Nov 27 2009, 01:19 AM
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Disc Thrower

Group: Members
Posts: 86
Joined: 7-May 07
From: Eastern Oceania
Member No.: 943
Alliance: Nod
Favorite game: Tiberian Sun

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I'm having problems with the nod arty and the latest Westwood TS patch;
After the patch, the arty becomes really pathetic
I tried to change the WH and weapon but it stayed the same.
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Super Soldier Poskov
Like Volkov, but more conventional.
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Nov 28 2009, 06:43 AM
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Disc Thrower

Group: Members
Posts: 86
Joined: 7-May 07
From: Eastern Oceania
Member No.: 943
Alliance: Nod
Favorite game: Tiberian Sun

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It's damage; I tried increasing it, but it seems hard coded
Does the HyperPatch fix this?
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Super Soldier Poskov
Like Volkov, but more conventional.
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Nov 28 2009, 07:49 AM
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Tick Tank

Group: Members
Posts: 690
Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun

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QUOTE (Poskov @ Nov 28 2009, 08:43 AM)  It's damage; I tried increasing it, but it seems hard coded
Does the HyperPatch fix this? Nothing to fix; just give the arty a new weapon and adjust it's damage to whatever to want. I also gave it a new warhead in my personal mod (I made it really kill infantry like artillery units should do).. works just perfectly.
This post has been edited by ^Rampastein: Nov 28 2009, 07:50 AM
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Nov 30 2009, 08:47 AM
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Disc Thrower

Group: Members
Posts: 86
Joined: 7-May 07
From: Eastern Oceania
Member No.: 943
Alliance: Nod
Favorite game: Tiberian Sun

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Does this problem affect the Juggernaut? Or any other units?
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Super Soldier Poskov
Like Volkov, but more conventional.
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Apr 27 2010, 05:58 PM
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Hum-vee

Group: Members
Posts: 171
Joined: 15-January 09
From: Scotland, starting a revolution
Member No.: 1,267
Alliance: CABAL
Favorite game: Tiberian Sun

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QUOTE (^Rampastein @ Apr 27 2010, 05:31 PM)  You can change the strength in rules.ini but it will not have an effect ingame. And I'm sure since the readme for TS' latest patch says that the strength has been changed to 1200 and I've also found and changed the hardcoded strength in Game.exe. I found a way to remove it from the exe myself, if i dont pm you with in the next month (got final exams atm) can you pm me or remind me, i would like to compair methods and possibly ask if you would like the change to be featured in what can only be described as "a big document full of tut about hex editing" Thanks
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CnC-Comm.com News poster and Creator of TS:Best of Beta and Revo's Mod's
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Apr 27 2010, 06:41 PM
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Hum-vee

Group: Members
Posts: 171
Joined: 15-January 09
From: Scotland, starting a revolution
Member No.: 1,267
Alliance: CABAL
Favorite game: Tiberian Sun

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I have a list here http://www.tiberiumweb.com/forums/index.php?showtopic=4110(dont think its 100% compleat yet) QUOTE Rules Related GAWALL, GAFSDF & NAWALL: cost=250, GuardRange=5 E2: Explodes=Yes NAPOST & NAFNCE: BaseNormal=false HMEC: strength=1200(1250?) 155mm: ROF=150 & Speed=115. ARTYHE: Made weaker FIRE3: (i assume this should be here)
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CnC-Comm.com News poster and Creator of TS:Best of Beta and Revo's Mod's
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Apr 27 2010, 07:18 PM
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Tick Tank

Group: Members
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From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun

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QUOTE (Revolutionary @ Apr 27 2010, 08:58 PM)  I found a way to remove it from the exe myself, if i dont pm you with in the next month (got final exams atm) can you pm me or remind me, i would like to compair methods and possibly ask if you would like the change to be featured in what can only be described as "a big document full of tut about hex editing" Thanks I simply changed the strength; I didn't remove the hardcoding. I could try removing it though... and I've got nothing against creating a tutorial about it.
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Apr 27 2010, 07:27 PM
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Hum-vee

Group: Members
Posts: 171
Joined: 15-January 09
From: Scotland, starting a revolution
Member No.: 1,267
Alliance: CABAL
Favorite game: Tiberian Sun

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well i removed it in a crude way but so far i have found no problems, if you dont want to write a tut and we decide its worth addding i could always put one together if you supply the edits, etc you'll still get credited of course
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CnC-Comm.com News poster and Creator of TS:Best of Beta and Revo's Mod's
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Apr 29 2010, 05:18 AM
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Technician

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From: Nonya Business! :P
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Favorite game: Tiberian Sun

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QUOTE (Lin Kuei Ominae @ Apr 27 2010, 04:13 PM)  It's actually very easy to remove a hardcoded limitation. Just search for the ID of the object in the game.exe and rename the ID there.
e.g. change all appearances of HMEC in game.exe into XYZW (stands only one time in the exe anyway). Then the game is forced to read the HMEC entry from rules.ini again. The same works also for the Artillery 155MM weapon and ARTYHE warhead. how would i edit the .exe??? wat do I need to do that??? oh and btw, is there anywhere I can get the AI.ini file from??? i cant seem to find it anywhere
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Apr 29 2010, 12:40 PM
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Tick Tank

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From: Finland
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Favorite game: Tiberian Sun

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QUOTE (Sun Girl @ Apr 29 2010, 08:18 AM)  how would i edit the .exe??? wat do I need to do that???
oh and btw, is there anywhere I can get the AI.ini file from??? i cant seem to find it anywhere 1. A Hex editor. There are multiple free ones available, look at the TS modding tools topic. (IDA pro or another disassembler for advanced editing, but don't bother if you haven't heard about exe editing before) 2. patch.mix -> ai.ini or TIBSUN.mix -> local.mix -> ai.ini (use XCC Mixer)
This post has been edited by ^Rampastein: Apr 29 2010, 12:41 PM
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