Posted by: xsr - Wednesday, April 8, 2015 9:30:58 PM
Hi, I'm sorry for my extreme lack of knowledge. I got interested in modding my own game(by using FinalBIG), and atm have three things that I can't figure out yet. (1) Under crusaders and paladins, there is: ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ;ArmorSet ; Conditions = PLAYER_UPGRADE ; Armor = UpgradedTankArmor ; DamageFX = TankDamageFX ;End There is a corresponding set of "UpgradedTankArmor" in Armor.ini. Uncommenting does nothing, but when I change the default to UpgradedTankArmor, the crusader does straightaway take on the attributes of whatever is defined in Armor.ini Is there any way to make it work upon the composite armor upgrade? (edit: will have to insert a corresponding "module", as detailed by others below) (2) Veterancy fire rate bonuses I've realized that there's a delaybetweenshots problem for values less than 200; one consequence is that a vet 1 quad(unscrapped) gains almost double fire rate, while another is that a vet 1 humvee doesn't fire any faster (or at least the damage doesn't register). If this isn't already common knowledge (and if I didn't make some grave error in understanding), I made a post on it at http://www.gamereplays.org/community/index.php?showtopic=960486 Is there a way to correct the bug through modding? I was thinking the answer is probably "no" or "very difficult", and so I got interested in removing veterancy fire rate bonuses, but is this possible? (edit: I realized this is extremely easy, it's in gamedata.ini, along with veterancy health bonus and damage-per-shot bonuses) (3) Tooltip Changing the cost of a building is reflected, but changing the power requirement/output is not. My rough understanding is that the tooltip text is inside data\english\generals.csf? And that it's difficult to try to change the text in there? Thank you for any help/information in advance.

Posted by: Gameanater - Thursday, April 9, 2015 2:14:11 PM
(1) I know the answer to your question btu I don't have the time to give it at the moment. I'llcome back to it later today. (2) Not that I know of. And actually, the Quad Cannon has some very strange rate of fire and damage glitches I've heard from watching a couple YouTube videos. (3) Yep, it's in generals.csf.

Posted by: Annihilationzh - Thursday, April 9, 2015 3:40:41 PM
1) Look up chemical suits in the ranger's code. There's a module that activates the armor upgrade. [quote]Is there a way to correct the bug through modding? I was thinking the answer is probably "no" or "very difficult", and so I got interested in removing veterancy fire rate bonuses, but is this possible?[/quote] There's no way to directly fix the bug, but you can change the rate of fire to prevent the issue from occurring.

Posted by: xsr - Thursday, April 9, 2015 5:53:59 PM
Ty both for your replies. I looked at the chemsuits in the ranger, but the only difference I can understand/see is that the chemsuits also changed the damageFX to "None" (therefore I tried putting "None" as well, but it didn't work). It sounds like gameanater has a solution for me though :D As for the fire rate bug, I've actually did a bit of investigating, and one problem is the way that it interacts with things like veterancy fire rate bonuses and gatling tank spin-up multipliers. e.g. - A vet 1 unscrapped quad immediately gains double the fire rate (and therefore x 2.2 times the damage!) - A vet 1 humvee, on the other hand, doesn't gain any fire rate at all (and therefore only x 1.1 damage.) - An unvetted gatling tank, fully spun up, does indeed have the same fire rate as an unscrapped quad(even though both are only truly firing at delaybetweenshots = ~133, and not 100). But the 1-vet gatling tank also gets no fire rate increase during either the second or the final spin-up stage. Further promotions also don't work intuitively, and I've edited http://www.gamereplays.org/community/index.php?act=ST&f=3067&t=960486&st=0#entry9759667 for interested parties, but it's a long post. I definitely understand changing delaybetweenshots value to try to mitigate the effects, but this veterancy bonus quirk will probably have to remain, along with perhaps other interactions (like the gatling tank multiplier).

Posted by: Annihilationzh - Friday, April 10, 2015 3:18:06 AM
[quote]I looked at the chemsuits in the ranger, but the only difference I can understand/see is that the chemsuits also changed the damageFX to "None" (therefore I tried putting "None" as well, but it didn't work). It sounds like gameanater has a solution for me though :D[/quote] You looked up the ArmorSet. I said module. This is the module I was referring to: [code=plain] Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End[/code]

Posted by: xsr - Friday, April 10, 2015 10:23:37 AM
Ty for the pointer, and it works perfectly for the crusader and paladin. Tyvm. :) - For the laser tank, I'm having a problem. Atm it looks like the armor is distorted in some way; will have to update when I can say more. I checked the stuff(called 'unit data'?) under ini\object\Americavehicle and LaserGeneral, they seem to be about identical even though the crusader works perfectly and the laser tank does not.

Posted by: Gameanater - Friday, April 10, 2015 7:43:00 PM
What is wrong with the laser tank? ------------------- Here's how the code works, from Colonel Burton's armor code: [code=plain] ; ***DESIGN parameters *** ;This comes first ArmorSet Conditions = PLAYER_UPGRADE ;We need an upgrade first before we can use this armor. Armor = ChemSuitHumanArmor ;What armor we switch too. DamageFX = InfantryDamageFX ;You can change damage effects, too! :D End ; *** ENGINEERING Parameters *** Behavior = ArmorUpgrade ModuleTag_Armor01 ;This refers to THIS block of code, ; not the one in design parameters. TriggeredBy = Upgrade_AmericaChemicalSuits ;What upgrade triggers our new set of armor. End [/code]

Posted by: xsr - Saturday, April 11, 2015 2:57:54 AM
(reedited post) I have to apologise, and can confirm that the problems with the laser tank were because I was modifying the community patch 1.06 file. It works perfectly for the laser tank now that I am not doing it through patch1.06.big. Perhaps related to this is that from http://www.gamereplays.org/community/?showtopic=380765 , 1.06 laser tanks are still supposed to consume power (despite not getting shut down). But they still do?