All the skirmish scripts are packaged together in one .scb file, and it is called SkirmishScripts.scb If a mod does it any differently it would be news to me. Your original skirmish scripts should be in that location, and the mod should not remove them unless it replaced them with new ones. However if this mod utilizes new units and structures than chances are it doesnt not have AI as that is difficult and time consuming to put together. Most mods use a single .big file, and its located in the ZH directory, just as the original .big file is. I suppose possibly if the mod placed the skirmish scripts into the .big file than they COULD remove them from the Data folder since the .big is just a compilation of files that use the same file path as files placed in the Data folder (as well as the art folder etc...) But if you don't see a file in the .big thats labeled SkirmishScripts.scb than the original file is most certainly in the Data folder then inside the Scripts folder along with the MultiplayerScripts.scb and Backup of the scripts file. Those shouldn't be affected though. I suggest extracting the entire .big file into a vacant folder on your desktop, then using the search function by right clicking the folder and going to search. Search for the KeyWord "Skirmish", if it finds nothing that I'd say they aren't there. I'll see if I cant figure this out by just looking up this mod you are using.
EDIT - I downloaded this Holland Mod, and installed in a new directory. I did not play however I did open one of many .big files included and found skirmish scripts towards the bottom of it. Look in the CnCHollandini.big file and look at the file paths on the left, the one that says Data\Scripts\SkirmishScripts.scb Thats your file. I did not open it up to see its size or anything but I could and it would tell me if its different than the original, but I'm guessing it is or they wouldnt have included it. Which is also probably why you couldtn find the original one.
My suspicions were right, installing that removes all default scripts since they would overide the .big file, you can find the new scripts where I stated above.
EDIT - OK, I played the mod, and there is no AI playing. I then went into the .big file and extracted the skirmish scripts. I opened them up in world builder and there are no changes from the original scripts. Now why the creators of this mod decided to include the scripts in the .big compilation and remove the default ones is beyond me, unless they want you to lose the originals so you can only play the mod version and not the original (although you can get a new copy if them so no worries). Unfortunately, unless you have someone to play with you can't set the computer to one of the new factions, but it should work if they are an original faction, if not then say something because I didn't try that but see no reason why it wouldnt work. BTW, the mod seems slightly off the mark of what the other factions bring to the CnC table, although everything is well modeled and textured.
Edited by user
17 years ago |
Reason: Not specified
Turtling is not a strategy, its a weakness