Private Joined: 3/26/2015(UTC) Posts: 6
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Hi everyone,
I have been doing just fine using other peoples mods, but I would like to work on my own. I have already read the tutorials and have done some basic tweaking, but I have hit a barrier for some things I would like to do. I will not be expecting anyone to do the work for me, I would just like some guidance on if these things are possible.
1. changing the carpet bomb to where it is in formation with 3 planes. I have read a forum about modding superweapons on here, but I could not find anything that said how to change this. 2. changing the power plants to increase the upgrade's change to the output, e.g. instead of 100% it goes to 250%.
3. changing the superpowers, such as the A-10 missile strike so you can have #3 without having #'s 1 and 2.
I apologize if this is a remaking the wheel type thing. I know in the New Tech Mod that I have installed it changed some things, but I haven't been able to get into all the .ini files to figure out where to find these things.
Thank you for your time, and any possible assistance.
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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The power plant is really easy Just change the extra power value (I cant remember exactly what it is called)
As for the A10s just find the science and remove the prerequisites
And the carpet bomber I can get back to you on |
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Private Joined: 3/26/2015(UTC) Posts: 6
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That sounds a lot easier than I have been thinking. I will get to looking for those, and I'll let you know how it goes. Thank you.
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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1. Add 'FormationSize' to the OCL Code:
ObjectCreationList SUPERWEAPON_CarpetBomb
DeliverPayload
Transport = AmericaJetB52
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 300 ;500 ; time in between each item dropped (if more than one)
FormationSize = 3 ;Add this.
Payload = CarpetBomb 15
DeliveryDistance = 400
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
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1 user thanked Zatsupachi for this useful post.
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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2. Change the Energy Bonus of the power plant. Snippet: Code:
; ***DESIGN parameters ***
DisplayName = OBJECT:ColdFusionReactor
Side = America
EditorSorting = STRUCTURE
Prerequisites
; Object = AmericaCommandCenter
End
BuildCost = 800
BuildTime = 10.0 ; in seconds
EnergyProduction = 8
EnergyBonus = 12 ;this one.
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = AmericaPowerPlantCommandSet
ExperienceValue = 100 100 100 100 ; Experience point value at each leve
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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sorry for triple post. But bbcode is being a fanny. 3... If you wanna have it apply for everyone(except Airforce), then. Code:
Science SCIENCE_A10ThunderboltMissileStrike3
PrerequisiteSciences = SCIENCE_Rank3 ; What I have done here is just remove SCIENCE_A10ThunderboltMissileStrike2 as a PrerequisiteSciences
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USAA10Strike3
Description = CONTROLBAR:ToolTipUSAScienceA10Strike
End
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Private Joined: 3/26/2015(UTC) Posts: 6
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Thanks Zats, and no worries about it being separate like that. I found the files and put it in like you showed. However it did not change it in game. I play the general USA faction in skirmish mostly.
For the carpet bomb, it still only had 1 B-52. I was unsure if it might need more code for separating them, like they are overlapping now, or if I just am still only getting one aircraft.
The power plant is the basic one, not the chair force generals, but I programmed it like it were for the Basic faction, maybe I need to change the command set to get the Cold Fusion instead of the Control Rods? And I found the code for the Control Rods upgrade, but it did not have the energy bonus like the example you showed.
Also, the A10 missile strike is still on condition that I have to get it in order, even after removing all prereq's except the Science_Rank3. Maybe that is something in Command set too, or maybe its not taking it. I haven't tried going into worldbuilder to debug, but I'm going to do that tomorrow.
Thank you again, I'm going to keep going though the files to see if I missed something. I'll update whether I figure it out or not.
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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Have you put the files in the correct directory?
Or has FinalBig have them on the correct directory? |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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About Worldbuilder, that doesn't catch everything. it's quite helpful but doesn't help you a lot if the game can still launch.
It does detect some bugs like missing FX in FXList.ini that will still let you launch the game, but if you have something like a unit that can't attack an enemy even with a weapon, then it probbably won't help you.
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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Private Joined: 3/26/2015(UTC) Posts: 6
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Hello, Sorry for taking so long to get back. I have been using Finalbig andI believe that it is the correct file, as the screens looked exactly like what you showed Zats. I'm not sure what to do, or if I need to put the code up so people can see if its correct.
Also, thanks for the heads up about worldbuilder. I did some searching, and a lot of people had said that it was the way to go for debugging. I appreciate the clarification.
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Sure, put up the code. And no problem about WB. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Private Joined: 3/26/2015(UTC) Posts: 6
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ok, forgive me as I haven't figured out how to put up/ attach code.
in the ObjectCreationList.ini (SYSTEM),I have:
ObjectCreationList SUPERWEAPON_CarpetBomb DeliverPayload Transport = AmericaJetB52 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-2 DropVariance = X:30 Y:40 Z:0 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) FormationSize = 3
Payload = CarpetBomb 15 DeliveryDistance = 400 DeliveryDecalRadius = 100 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End
in the FactionBuilding.ini:
; ***DESIGN parameters *** DisplayName = OBJECT:ColdFusionReactor Side = America EditorSorting = STRUCTURE Prerequisites ; Object = AmericaCommandCenter End BuildCost = 800 BuildTime = 10.0 ; in seconds EnergyProduction = 5 EnergyBonus = 15 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = AmericaPowerPlantCommandSet ExperienceValue = 100 100 100 100 ; Experience point value at each level
and, finally in Science.ini (SYSTEM):
Science SCIENCE_A10ThunderboltMissileStrike1 PrerequisiteSciences = SCIENCE_Rank3 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:USAA10Strike1 Description = CONTROLBAR:ToolTipUSAScienceA10Strike End
Science SCIENCE_A10ThunderboltMissileStrike2 PrerequisiteSciences = SCIENCE_Rank3 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:USAA10Strike2 Description = CONTROLBAR:ToolTipUSAScienceA10Strike End
Science SCIENCE_A10ThunderboltMissileStrike3 PrerequisiteSciences = SCIENCE_Rank3 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:USAA10Strike3 Description = CONTROLBAR:ToolTipUSAScienceA10Strike End
a lot to read through, hopefully I'll learn how to attach the code if I have to do it again.
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Private Joined: 3/26/2015(UTC) Posts: 6
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I was not sure if I did it right for the power plant. as with the mod installed, I play the basic USA faction. and it gives me the power plant that upgrades to 100% boost, instead of the cold fusion one that's supposed to give 300% I believe. And the other issues I mentioned already. Thanks for any help you can give.
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