Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I advise switching to the upgraded version of the map editor; I fixed a ton of usability issues on it.
Oh, that. It's done by extracting "rules.ini" from the classic game files, and pasting snippets from it into the map file. There are developer comments with all the settings, so the ore growth related ones shouldn't be hard to find. Just remember that ini format always requires both a header and values, so copying just the setting lines won't work if you don't also copy the header that's above it. Might be quite a bit above it when it comes to the general settings in rules.ini. I think these resource options are part of the [General] section.
The upgraded map editor has a specific "rule tweaks" section in the map settings dialog where you can put such stuff.
You can extract rules.ini by using the tool "XCC Mixer", from the "XCC Utilities" pack. It's an old tool, so you'll need to set it to always run as administrator. Once you got it, you can use it to navigate to rules.ini, which can be found inside the game archive "local.mix", which itself is located inside "redalert.mix", which you should be able to find in some folder under the "data\cncdata\RED_ALERT" folder in the game install files.
Or, y'know, you just take one of these maps that already does it, and drag it into notepad (or the upgraded editor) and see what they added
Be careful with these ini tweaks, though. A lot of maps that seriously crank up the regrowth rates also specifically block the resources into a small area that they can't grow out of. If you don't do that, they'll just fill the whole map and make it impossible to build a base. Personally, I don't see the point of such infinite money maps though. Controlling resources is just part of the game.
having resource limits for them while they're learning has not been a fun experience for them, especially when it comes to me being able to take over a good 40% of the map before they even have established a base thats capable of producing any good amount of units. so since they're not having any fun playing against me with a 2v1 or a 3v1 scenario, i figured i'd make them a 1v1 map where i can spectate and coach. we're trying to convince our other friends to play so they can do a 4v1 or more vs me. i'm used to 1v7 comp stomps so it's not gonna be much of a challenge for me but as long as they're havin fun is what matters. this has been the highlight of my social week so far, is being able to share something i have loved since i was a kid with others.
hell, my first c&c game was red alert retaliation on the ps1 and pc back in the day.
as far as blocking resources goes, already done and around the entire perimeter of the map except for in defined collection spots in the base boundaries. I just wasn't sure how to get ore to grow at rates faster than the harvester can collect it. so i'll definitely read up on that and get it running properly.
for those wanting to make a map that has a never ending supply of ore, you need to make and save your map in the editor and then open the .mpr file of the map with notepad since it's just a text document.
location of map and game files should be:
documents > CnCRemastered > Local_Custom_Maps > Red_Alert
if that's not it for you, then open up steam and browse local files to find it.
then open the save file you made that ends in .mpr with notepad and add this to the top of the file with a space between the categories.
[General]
BailCount=10
GoldValue=150
GemValue=150
OreTruckRate=1
OreSpreads=yes
GrowthRate=.01
then save the file.
it should look like this as an example
[General]
BailCount=10
GoldValue=150
GemValue=150
OreTruckRate=1
OreSpreads=yes
GrowthRate=.01
[Basic]
Win2=x
Win3=x
Win4=x
the "basic" category is standard in all save files. followed by anything else you've added to your map.
if you do this then make sure to use a tile set that allows units to drive/walk over but can't be built on so you can control where the ore is grown at or your entire map will be covered in ore that repopulates so fast you'll never be able to build on the map because your harvesters will never be able to collect it fast enough.
Once this marker is in place, the game will no longer recognise the file as game map.
So yea, either use a text editor where you can manually control text encoding related properties such as these byte order marks, or use the upgraded editor. I made the ini tweaks section specifically for that purpose.
On a related note, the order of the ini sections is completely unimportant. When you have custom ini stuff in the map, the editor will move any sections it doesn't specifically know and control itself to the start of the file when re-saving it anyway.
Though I believe opening and re-saving it in the editor will probably fix that.
And, for the record, the default values are 25 for gold and 50 for gems, though gems add three more bails with that value into the harvester whenever a gem patch gets harvested down one level.