botmas
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17 years ago
Quite a while ago I downloaded the "Holland" add on which in effect gives u a whole new army. You can adopt the army as your own,involve it as a fighting partner or make it an enemy.....just like the sides that already exist in the game (USA GLA or China)...............I ended up renaming alot of the Holland units and incorporating them into other sides. What I'm finding now though is that if I use the Holland side as a partner or an enemie in a skirmish game, the Holland side takes no action........their command center and construction vehicle just sit there and do nothing. Now if I chose Holland as the side I want to play on, it operates fine.I can construct units and deploy them as I would with any of the other sides. I am at a loss to know what has happened here because I've made so many changes.......any ideas?

thanks
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Drummin
17 years ago
I haven't played with that add on and I'm not sure how it works.
Does the map you're playing on have all the scripts for all players?
It could be the default AI scripts are trying to load which would cancel any custom scripts for the Holland player in the map.
Maybe I'm way off, but it's a thought.
CG Apollos
17 years ago
It means that nobody has programmed the Holland AI to do anything. It is very complicated to do, so don't be suprised if most mods have AI that do nothing.

In other words, there is nothing you can do but play against the original sides provided in the game, sorry.
botmas
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17 years ago
thanks for your input.........I could be wrong because it was probably around 2 years ago that I add the Holland side......but I think I remember it functioning just fine regardless of if Holland was and friend or foe.I think what I'll try is reloading the original INI files which I luckily kept and see what happens.I will let u know

thanks again
botmas
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17 years ago
I forgot to mention that the maps I was using at the time were only original official maps that came with the game.the more I think about it the more I remember that it it did work
Me Myself and Pi
17 years ago
Well if you upload your mod for me, I can check it out to see if it has skirmish scripts for that player. If it's to big to upload, sent it to my email:

m e m y s e l f 3 . 1 4 @ g m a i l . c o m

(I put spaces between all the characters to prevent spam programs from finding it.)
botmas
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17 years ago
Hey Me Myself And Pi

Thanks for your offer of help.......I'm not sure where the scripting resides....did u want the entire FinalBig doc that has all the coding for units, structures etc???.......I was going to send an email with that doc attached but it is beyond the limits of what I can send as a email (over 40meg)....please specify exactly what u want and I will send an email if it is no larger then 20meg.....otherwise perhaps I could send it to u via a messaging service.

thanks
Me Myself and Pi
17 years ago
Well, how did the mod come in? Was it only a BIG file, or did it come with other files? If it did come with other files, then just send me the SkirmishScript.scb which should be located in the Data\Script\ folders in the game directory. Otherwise, it might be in the BIG file. So just extract it & send it to me.

Also, give me the names of the new players in the mod.

Note, you'll be able to just upload the script file in a ZIP folder here.
Yoshi714
17 years ago
Yes send him all of it, or you could look in the .big file yourself for a file called SkirmishScripts.scb It would have a file path of Data\Scripts\SkirmishScripts within that .big file. Even then without loading it into world builder you wont know if they added scripts or just included the original ones, although the original scripts file has a file size of 2,220kb I believe.
Turtling is not a strategy, its a weakness
botmas
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17 years ago
hey guys

I read something that said I can not attach files to posts.please explain "uploading the file in a zip folder here"

thanks
Me Myself and Pi
17 years ago
Go to the location where the file or folder is & click on File>New>Compressed (zipped) Folder. Then just click & drag the file or folder over the ZIP folder. A copy of if will then be compressed. So now, just upload the ZIP folder.
botmas
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17 years ago
hey guys

I checked all the "FinalBIG" files and unless I missed it, I did not see any file paths specifically called Data\Scripts\SkirmishScripts..I did however find one called ini\default\AIdata.ini...from looking at the coding contained within, some of it looks like scripting for the Holland side. Is this what I should upload?...........also, .where exactly do I upload it to?....do u mean in an email?

thanks
Yoshi714
17 years ago
The AIData.ini file works in conjunction with the scripts file to help the AI determine where to place most initial buildings. They do however need the scripts file for any intellegent construction to take place. So, if that is not there then there are not scripts. Also, you can check the folder in the directory after install by looking at Data\Scripts\SkirmishScripts.scb and checking the file size. If its the same as the default file size than I'd most certainly say that it is NOT a new scripts file for the mod you are using.

BTW, when you upload your zip file, you may need to use Eplorer, not Firefox, in case you use that.
Turtling is not a strategy, its a weakness
botmas
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17 years ago
specifically, in which BIG file is "data\scripts\SkirmishScripts to be found?.........because I can't find it also, would this not be the same place I would find the scripting for the default sides (China and GLA).so therefore, if it wasn't there....none of the other sides would do anything either??
Yoshi714
17 years ago
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.
Turtling is not a strategy, its a weakness
botmas
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17 years ago
thanks very much for your indepth response

I guess my memory has failed me because I thought I remeber playing the game with Holland being the opposing side and everything worked fine. Alot of fuss for nothing!!.Anyway, to answer your question, yes, the original factions all function normally. I do have a couple of additional questions:

1) If I am inturpreting you correctly, you metion that the original script files have simply been relocated and you suggest that this may have been done to prevent people from playing anthing other then the Holland mod. If I were to restore these scripts to their original location, how would this affect the game? I am asking this because as I said, the original factions seem to function as they would without the Holland modification. So why would I bother to do this?

2) Does advanced AI mod function properly with the Holland add on?.......I have installed the advanced AI mod but the opposing faction tactics still seem a little simple.

thanks again

EDIT - I sent an email to one of the designers of the mod who confirmed that there is no AI for the Holland side..It must have all been a dream.
Yoshi714
17 years ago
You could extract the scripts or download them and place them in the data folder where they go when not part of a .big file. However there really is no point unless you are uninstalling the mod and that uninstaller doesnt automatically put them back. If you install the Advanced AI mod it should work. If not then it could have something to do with the game still using the .big file instead of the scripts file placed in the data folder from Adv AI. You should definately notice a difference when playing against a HARD oppponent in Adv AI, if you do not then its being interfered with by the scripts in the .big file. Set up a game with the super weapon gen against someone else, if he builds more than one air field than the adv ai mod is working correctly, thats an easy check if you cant tell by the difficulty.
Turtling is not a strategy, its a weakness