Overland4567
12 years ago
Hello!

I have a mod I have downloaded that I'm trying to change some of the codes that I want to change and I cannot seem to get the changes to work when I play in skirmish mode. The mod is called Remix Escalation .90.1. This is some of what I have edited so far:


Tank Generals INI Folder
;------------------------------------------------------------------------------
Object Tank_ChinaInfantryBlackLotus
; ***DESIGN parameters ***
DisplayName = OBJECT:BlackLotus
Side = ChinaTankGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY None
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 300
ShroudClearingRange = 300
Prerequisites
Object = Tank_ChinaBarracks
Object = Tank_ChinaPropagandaCenter
Science = SCIENCE_TANK(Deleted this line just in case, but I still have yet to find if that changed anything in game or not)

MaxSimultaneousOfType = 1 (Deleted this line so I could build multiple black lotuses)

;------------------------------------------------------------------------------
;China Neutron Missile, NukeSilo, Nuke Silo
Object Tank_ChinaNuclearMissileLauncher

; ***DESIGN parameters ***
DisplayName = OBJECT:NuclearMissile
Side = ChinaTankGeneral
EditorSorting = STRUCTURE

Prerequisites
Object = Tank_ChinaPropagandaCenter
Object = Tank_ChinaTechCenter
Science = SCIENCE_TANK
Object = Tank_Escalation3_UpgradeObject
;Science = SCIENCE_Escalation3
Science = SCIENCE_MissileTech3
(Deleted these lines that I thought could make the Nuclear Missle buildable with out required upgrades and generals promotion)
End

BuildCost = 9000
BuildTime = 60.0
EnergyProduction = -5 (Changed this from -15 to -5)
VisionRange = 200
ShroudClearingRange = 200

; ***DESIGN parameters ***
DisplayName = OBJECT:PropagandaCenter
Side = ChinaTankGeneral
EditorSorting = STRUCTURE

Prerequisites
Object = Tank_ChinaWarFactory
Science = SCIENCE_TANK
Object = Tank_Escalation1_UpgradeObject
;Science = SCIENCE_Escalation1
;Science = SCIENCE_Rank3
(Deleted these lines)
End

; ***DESIGN parameters ***
DisplayName = OBJECT:InternetCenter
Side = ChinaTankGeneral
EditorSorting = STRUCTURE

Prerequisites
Object = Tank_ChinaWarFactory
Science = SCIENCE_TANK (Deleted this line)
End

BuildCost = 2500
BuildTime = 45
EnergyProduction = -2
CommandSet = ChinaInternetCenterCommandSet
VisionRange = 200
ShroudClearingRange = 200
ExperienceValue = 75 75 75 75

MaxSimultaneousOfType = 1 (Deleted this line)

; ***DESIGN parameters ***
DisplayName = OBJECT:SuperOverlord
Side = ChinaTankGeneral
EditorSorting = VEHICLE
TransportSlotCount = 0

WeaponSet
Conditions = None
Weapon = PRIMARY SuperOverlordTankGun
;Weapon = SECONDARY SuperOverlordTankGunAir
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY SuperOverlordTankGunUpgraded
;Weapon = SECONDARY SuperOverlordTankGunAirUpgraded
End

ArmorSet
Conditions = None
Armor = SuperTankArmor
DamageFX = TankDamageFX
End
BuildCost = 4000
BuildTime = 45.0
VisionRange = 200
ShroudClearingRange = 300

MaxSimultaneousOfType = DeterminedBySuperweaponRestriction

Prerequisites
Object = Tank_ChinaHvyWarFactory
Object = Tank_ChinaPropagandaCenter
Object = Tank_ChinaTechCenter
Object = Tank_ChinaNuclearMissileLauncher Tank_ChinaDroprelay
Science = SCIENCE_TANK
;Science = SCIENCE_Rank5
(Deleted lines)
End


; ***DESIGN parameters ***
DisplayName = OBJECT:ShockTank
Side = ChinaTankGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY SmallLightingShockGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY SmallLightingShockGun_OVERCHARGE
Weapon = SECONDARY SmallLightingShockGun
Weapon = TERTIARY SmallLightningSelfDamage
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
AutoChooseSources = TERTIARY None
WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock
End

Behavior = CommandSetUpgrade ModuleTag_ComSet01
CommandSet = LightningTankCommandSet
TriggeredBy = Upgrade_SwitchCommandSet
End

Behavior = WeaponSetUpgrade ModuleTag_17
TriggeredBy = Upgrade_SwitchCommandSet
End

Behavior = ProductionUpdate ModuleTag_25A
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End

Behavior = LockWeaponCreate ModuleTag_213
SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack.
End

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End

BuildCost = 600
BuildTime = 14.0
VisionRange = 200
ShroudClearingRange = 300
Prerequisites
Object = Tank_ChinaWarFactory Tank_ChinaWarFactoryDropable
Object = Tank_ChinaPropagandaCenter
Science = SCIENCE_LightningCoils1
Science = SCIENCE_TANK
(Deleted lines because I thought I could build it without generals promotion)
End

; ***DESIGN parameters ***
DisplayName = OBJECT:SRMTank
Side = ChinaTankGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3

WeaponSet
Conditions = None
Weapon = PRIMARY SRM_Weapon
End

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End

BuildCost = 450
BuildTime = 14.0
VisionRange = 200
ShroudClearingRange = 300
Prerequisites
Object = Tank_ChinaWarFactory Tank_ChinaWarFactoryDropable
Science = SCIENCE_AdvTargeting1
Science = SCIENCE_TANK
(Deleted these lines)
End


; ***DESIGN parameters ***
DisplayName = OBJECT:CommandTank
Side = ChinaTankGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End

WeaponSet
Weapon = PRIMARY TechnicalMortarDummy
End

BuildCost = 0
BuildTime = 30.0
VisionRange = 150
ShroudClearingRange = 250
Prerequisites
Object = Tank_ChinaWarFactory
Science = SCIENCE_TANK (Deleted line)
Object = Tank_ChinaPropagandaCenter
;Science = SCIENCE_FieldCommand1 (Deleted line)
End
MaxSimultaneousOfType = 1 (Deleted line)



Now the whole Tank General INI I edited, so I could still go on. These are just examples. The changes are not shown on the codes, but by the highlighted text, I put in () is what I did with those lines. After making these changes, nothing is changed in game. Some of these units can only be unlocked by generals promotion unfortunately. My goal is to have all units and buildings that require either generals promotion or certain upgrades(Tactical Escalation 1,2, and 3) unlocked so that way if say I capture another fraction's dozer or worker for example, I can build everything with that fraction without any requirements like in the regular generals zero hour. So far not a single change has worked that I have noticed. I don't know what else I need to change yet to get it to work.
Sponsor
CommieDog
12 years ago
How are you saving your copy of the INI file and how does the mod organize its files?
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
Overland4567
12 years ago
I just save them to there original files in the DATA/INI folder in the mod directory. I have another copy in the data folder of the how they were before I made any changes. Well after I had downloaded it to Winrar, it told me in the read me to put the mod big files in the zero hour directory. That is how I have done it anyway since I have to other mods as well along with this one. So when I want to edit the INI folders, I used FinalBig to extract them to the DATA/INI folder. I also had to put the mods the Generals.csf file in the DATA/English folder and the skirmish scripts in the the scripts folder. I might have to rid of the unedited INI files, but I don't know if that will make a difference.
Overland4567
12 years ago
So I tried deleting the extra copy of the mods INI Folders and that did not change anything at all. I'm not quite sure what else I need to edit to get it to work properly. I have edited other mods INI folders and the changes actually worked. There is something I'm not doing and I don't know what it is.
acidbrain
12 years ago
Check the red stuff.




Tank Generals INI Folder
;------------------------------------------------------------------------------
Object Tank_ChinaInfantryBlackLotus
; ***DESIGN parameters ***
DisplayName = OBJECT:BlackLotus
Side = ChinaTankGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY None
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 300
ShroudClearingRange = 300
Prerequisites
Object = Tank_ChinaBarracks
Object = Tank_ChinaPropagandaCenter
Science = SCIENCE_TANK(Deleted this line just in case, but I still have yet to find if that changed anything in game or not)
End

MaxSimultaneousOfType = 1 (Deleted this line so I could build multiple black lotuses)
End

;------------------------------------------------------------------------------
;China Neutron Missile, NukeSilo, Nuke Silo
Object Tank_ChinaNuclearMissileLauncher

; ***DESIGN parameters ***
DisplayName = OBJECT:NuclearMissile
Side = ChinaTankGeneral
EditorSorting = STRUCTURE

Prerequisites
Object = Tank_ChinaPropagandaCenter
Object = Tank_ChinaTechCenter
Science = SCIENCE_TANK
Object = Tank_Escalation3_UpgradeObject
;Science = SCIENCE_Escalation3
Science = SCIENCE_MissileTech3
(Deleted these lines that I thought could make the Nuclear Missle buildable with out required upgrades and generals promotion)
End

BuildCost = 9000
BuildTime = 60.0
EnergyProduction = -5 (Changed this from -15 to -5)
VisionRange = 200
ShroudClearingRange = 200
End

Object ????????????

; ***DESIGN parameters ***
DisplayName = OBJECT:PropagandaCenter
Side = ChinaTankGeneral
EditorSorting = STRUCTURE

Prerequisites
Object = Tank_ChinaWarFactory
Science = SCIENCE_TANK
Object = Tank_Escalation1_UpgradeObject
;Science = SCIENCE_Escalation1
;Science = SCIENCE_Rank3
(Deleted these lines)
End
End

Object ????????????

; ***DESIGN parameters ***
DisplayName = OBJECT:InternetCenter
Side = ChinaTankGeneral
EditorSorting = STRUCTURE

Prerequisites
Object = Tank_ChinaWarFactory
Science = SCIENCE_TANK (Deleted this line)
End

BuildCost = 2500
BuildTime = 45
EnergyProduction = -2
CommandSet = ChinaInternetCenterCommandSet
VisionRange = 200
ShroudClearingRange = 200
ExperienceValue = 75 75 75 75

MaxSimultaneousOfType = 1 (Deleted this line)
End

Object ????????????

; ***DESIGN parameters ***
DisplayName = OBJECT:SuperOverlord
Side = ChinaTankGeneral
EditorSorting = VEHICLE
TransportSlotCount = 0

WeaponSet
Conditions = None
Weapon = PRIMARY SuperOverlordTankGun
;Weapon = SECONDARY SuperOverlordTankGunAir
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY SuperOverlordTankGunUpgraded
;Weapon = SECONDARY SuperOverlordTankGunAirUpgraded
End

ArmorSet
Conditions = None
Armor = SuperTankArmor
DamageFX = TankDamageFX
End
BuildCost = 4000
BuildTime = 45.0
VisionRange = 200
ShroudClearingRange = 300

MaxSimultaneousOfType = DeterminedBySuperweaponRestriction

Prerequisites
Object = Tank_ChinaHvyWarFactory
Object = Tank_ChinaPropagandaCenter
Object = Tank_ChinaTechCenter
Object = Tank_ChinaNuclearMissileLauncher Tank_ChinaDroprelay
Science = SCIENCE_TANK
;Science = SCIENCE_Rank5
(Deleted lines)
End
End

Object ????????????

; ***DESIGN parameters ***
DisplayName = OBJECT:ShockTank
Side = ChinaTankGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY SmallLightingShockGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY SmallLightingShockGun_OVERCHARGE
Weapon = SECONDARY SmallLightingShockGun
Weapon = TERTIARY SmallLightningSelfDamage
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
AutoChooseSources = TERTIARY None
WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock
End

Behavior = CommandSetUpgrade ModuleTag_ComSet01
CommandSet = LightningTankCommandSet
TriggeredBy = Upgrade_SwitchCommandSet
End

Behavior = WeaponSetUpgrade ModuleTag_17
TriggeredBy = Upgrade_SwitchCommandSet
End

Behavior = ProductionUpdate ModuleTag_25A
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End

Behavior = LockWeaponCreate ModuleTag_213
SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack.
End

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End

BuildCost = 600
BuildTime = 14.0
VisionRange = 200
ShroudClearingRange = 300
Prerequisites
Object = Tank_ChinaWarFactory Tank_ChinaWarFactoryDropable
Object = Tank_ChinaPropagandaCenter
Science = SCIENCE_LightningCoils1
Science = SCIENCE_TANK
(Deleted lines because I thought I could build it without generals promotion)
End
End

Object ????????????

; ***DESIGN parameters ***
DisplayName = OBJECT:SRMTank
Side = ChinaTankGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3

WeaponSet
Conditions = None
Weapon = PRIMARY SRM_Weapon
End

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End

BuildCost = 450
BuildTime = 14.0
VisionRange = 200
ShroudClearingRange = 300
Prerequisites
Object = Tank_ChinaWarFactory Tank_ChinaWarFactoryDropable
Science = SCIENCE_AdvTargeting1
Science = SCIENCE_TANK
(Deleted these lines)
End
End

Object ????????????

; ***DESIGN parameters ***
DisplayName = OBJECT:CommandTank
Side = ChinaTankGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End

WeaponSet
Weapon = PRIMARY TechnicalMortarDummy
End

BuildCost = 0
BuildTime = 30.0
VisionRange = 150
ShroudClearingRange = 250
Prerequisites
Object = Tank_ChinaWarFactory
Science = SCIENCE_TANK (Deleted line)
Object = Tank_ChinaPropagandaCenter
;Science = SCIENCE_FieldCommand1 (Deleted line)
End
MaxSimultaneousOfType = 1 (Deleted line)
End

Originally Posted by: Overland4567 


Panem et kirkinses
Overland4567
12 years ago
Okay I just checked to see if my edited INI files are still there, and now they are some how back to their original form. I don't know how that happened, but now my work that I had done is gone.
Annihilationzh
12 years ago
I've had this problem caused by UAC in the past.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Overland4567
12 years ago
What does UAC stand for? I'm curious.
Overland4567
12 years ago
Well I just found out that the Remix escalation mod might not ever be continued. So I what I have been thinking is maybe I could work on this mod myself, but there are a lot of bugs and a lot to do to make this mod work how it should be in my opinion. I also still need to practice modding stuff for generals. I just need to find time to do this. Any tips on modding for generals would be great because I still have a lot to learn.
acidbrain
12 years ago
Start with easy things, so dont dive into particlesystems right away, i started with adjusting Armor.ini and Weapon.ini when i started modding.
Make a copy of an object and play around with the weaponset and modules for example and see what happens, it takes a lot of time to master coding and you'll have to burn a couple of barrels of midnight oil.
I spend hundreds and hundreds of hours on it and i don't know it all yet, just never give up and keep trying and trying.
If you need help you can always ask, there are still a handfull of people who are modding this game, i started with mapmaking again after a few months of minecraft and DayZ addiction, i like to make single player missions, just have to finish one ffs have lots of stuff but nothing is finished...:P
You can find a list with the modules used in generals and zh Here 

Greetz
Panem et kirkinses
Overland4567
12 years ago
Thanks for the advice. 😁 I love this game, and so far I have really liked working on it, even though it is frustrating sometimes. I have always thought that modding games like this was really difficult, but in this game you can access the core of it and change things easily.
Reignscythe
11 years ago
I hope I'm not late but try to install the mod in a new directory of generals. Now extract all its files in your new corresponding folder.. DON'T extract the original files of Generals (I think it's that's your problem.. The game prioritizes reading extracted or out of the .big files than those in .big archives..) also, check other .ini's related to your issue, (science.ini, commandset.ini, etc..) for errors.. Possibly it may only be a misspelled line.. Also, you can run WorldBuilder or go to C:\Users\kcaj\Documents\Command and Conquer Generals Zero Hour Data and check out the reasons why the game crashed. It may help you pinpoint what's wrong.

Anyways that's all I can say for your problem, don't give up and keep the game and its mods alive.. 😃
(>T^T)><{Help me make my mod become a reality..}