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https://steamcommunity.com/sharedfiles/filedetails/?id=3391426735
When a Player's Engineer / Thief entering enemy Raffenery / Silo, the users mod setting "max. amount of money per Raffenery / Silo", will added to his account.
CTDs described below still soccurs though. Spuspect connection to zoom level. Tested with shipyards.
2. Unfortunate
1. Are you getting the crash to desktop on the latest test build from github?
2. Ore growing where it shouldn't is a vanilla bug. At one point I did fix it growing over mine heads, but I guess that's not in the current release.
I experienced multiple CTDs when setting the collection point of a shipyard far away. Tested in skirmish mode.
Secondly, ore somehow manages to grow under trees and over the mine tile. It often leads to pathing issues with ore collectors that want to access a tile blocked off by the trees. (I usually set my ore growth speed to 9 or 10)
1. Use the latest test build from github.
2. "It crashes" is totally useless for purposes of finding and fixing the bug. Under what circumstances does it crash?
So UI toggle seems to override rules.ini while the toggle is only 1 slider but we have 2 settings for ore growth behaviour, spread & speed. This doesn't make much sense.
"Can you make an argument why ini files should have precedence?"
This is the gameplay of Red Alert. There's no logical arguement for a setting in singleplayer or multiplayer UI to overwrite parts of rules.ini. They should just delete the slider or deprecate ore spread behaviour in rules.
To your last questions:
I already made a game with "no growth" setting from UI slider, but with my maps (if that's OK). Result is that ore sources will generate some ore but I cannot tell if this will spread because it grows really slow if it does (waiting an hour and nothing happens). Also, it seems that the ore does not increase dense over time. This also affects mods like this.
1. Start a skirmish on an official map with no modified ini files and the UI toggle set to no growth.
2. Verify that there's no growth.
3. Save. Quit to menu. Load.
4. Is there now growth?
So...
Does setting OreSpreads=no in the [GENERAL] section of an ini stop ore from spreading in single player missions? Because it looks like it should.
The design intent appears to be that ONLY the lobby UI toggle can control ore spread/growth in multiplayer.
Loading saved games is definitely bugged in that it applies the ini files and lobby UI toggle in reverse order as when starting the game.
Loading saved games sure looks like it's also bugged in that the saved lobby UI toggle value may be getting read, but not applied.
There might also be issues with GlyphX finding custom map ini's when loading saved games.
The multiplayer design intent -- control only via the UI toggle -- seems reasonable to me. Can you make an argument why ini files should have precedence?
When starting a game:
First, grow and spread are initialized as true.
Second, rules.ini is checked and applied.
Third, aftrmath.ini is checked and applied.
Fourth, the map's ini file is checked and applied.
Fifth, if it's a multiplayer game, the toggle from the lobby UI is checked and applied.
When loading a game:
First, grow and spread are initialized as true.
Second, the value of the toggle from the lobby UI is read out from the save file, but I cannot find a point where it is actually applied. I will need to check this.
Third, rules.ini is checked and applied.
Fourth, aftrmath.ini is checked and applied.
Fifth, the map's ini file is checked and applied. (There may be issues with GlyphX being able to find custom map ini's when loading saved games. I'll need to look into this.)
[continues]
Regarding the service depot not sending units, there was enough space so I don't know why it doesn't work sometimes, but I will continue to watch it.
I think I figured out your ore problem. It's "OreSpreads=no" -- with an 'S' -- not "OreSpread=no"
I believe the service depot ejection is working insofar as the depot always tells the unit to get off, but sometimes the unit fails to find a path if the area is crowded.
Yes, it is loaded & it does work (needs to be located into CnCRemastered's root directory, together with aftrmath.ini). Several changes I've done work like a charm -- besides ore spreading behaviour. So I assume a possible vanilla bug.
I've made some experiments, first, of course, with settings from rules.ini and from this mod. The slider in game lobby under section "Rules" I wasn't aware until today.
No matter if I use mods like this or none which alter Ore growth, and no matter if in rules.ini OreSpreads=no is written, it always spreads, tested with new skirmish games. So I don't think that it's due to this mod but rather vanilla CnC Remastered behaviour, which seems to be dependend on ore growth speed set in Rules tab.
If there were a way where I could always convert Ore into Gems then I could stop spreading this way but I haven't figured out yet which value I should take, tried 0.1 & 1.
"What exactly does the setting "ORE_GROWTH_SCALE" and how is this interconnected with Rules.Ini's "GrowthRate"?"
ORE_GROWTH_SCALE is a mutliplier applied to ore growth. It's linear, so 3 means you get 3 times as much ore per second.
It does not interfere with the growth rate set in rules.ini at all. Both operate independently and the result is basically multiplication. (Well, actually division because the value in rules.ini is a delay period in minutes.)
(ORE_GROWTH_SCALE does interact with the growth scale set in the multiplayer game formation lobby. How depends on whether BETTER_ORE_GROWTH is enabled. If BETTER_ORE_GROWTH is enabled, then only the bigger of the two is used. If BETTER_ORE_GROWTH is disabled, both are multiplied together.)
My guess is that you may not be introducing the rules.ini file to where it needs to be to get Remastered to recognize and apply it.
GEM_OVERLOAD_FIX fixes a bug with harvesters scooping gems that they don't have enough space for. In the vanilla game, these gems just go poof. This bugfix makes the harvester dump some ore back into the cell to make room for the gems.
In general, you'd be well served to look at the wiki on the github page. All of this is documented.
As for those other settings:
BETTER_ORE_GROWTH enables a better ore growth algorithm. You get (nearly) the same amount of ore per second, but it's a slow constant spread instead of a huge burst every two minutes. It also fixes bugs with the growth being biased towards certain spots and the delay between a cell being checked if it can grow and doing so (during which it might get harvested or shot), and other bugs.
ORE_INDEX_BUGFIX fixes bugs inherited from TD in which the programmers working on some parts thought level 0 meant "the smallest level of tiberium/ore" while others thought it meant "no tiberium/ore." This leads to bugs like a harvester scooping in a level 0 cell, but getting nothing. This bugfix makes everything consistent, with 0 as "the smallest level of tiberium/ore."
We can edit any INI file and reload/start a new game for changes to take effect without quitting completely.
But I cannot stop Ore from spreading by setting "OreSpread=no" in rules.ini; that's odd, because too fast regrow rates would occupy building space without the possibility to harvest it free in time.
Is this a cause of this mod, or am I doing something wrong?
I even changed the following options:
BETTER_ORE_GROWTH=0
ORE_INDEX_BUGFIX=0
GEM_OVERLOAD_FIX=0
to no avail
I have another question: What exactly does the setting "ORE_GROWTH_SCALE" and how is this interconnected with Rules.Ini's "GrowthRate"? The original value in Rules.Ini is 2, with a value of 1.25 it spreads like hell on my map with a lot of ore sources, so much that the AI bases cannot develop any more -- no matter if I set ORE_GROWTH_SCALE to 0.5 or 2. Only solution I've found so far is to set Rules.Ini's value >10. Is it possible that this mod boosts Ore Growth alot?
And do changes to Rules.Ini or CFEPatchRedux_RA.Ini apply to loaded savegames?
I've subscribed, but the mod doesn't seem to work. Also, a manual download with putting either mod archive or depacked mod files into document's mod/red_alert directory, doesn't work/crash my game. Am I doing something wrong? I'm testing by starting a skirmish game and build walls, but the TS/RA2 wall style building doesn't kick in. Subscribing a single mod with that feature works. The mod is active (says Steam) & downloaded in SteamApps\workshop\content\1213210\2268301299\CFEPatchReduxRA
And, yes, it looks like a bug to me. I think they intended to keep the global timequake. They didn't remove the code for chronospheres rolling a timequake [github.com]. And the procedure for doing damage [github.com] branches on whether there's an epicenter, with the "else" clause doing a global timequake. And the bug itself is a pretty understandable mistake -- they tried to get away with reusing a global variable but the proper logic requires two variables.