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The mod seems to work well and I've enjoyed it so far, well done!
Is it possible to config AI build cost/time 50% bonus at Hard defficulty? In ini file it it 1.0 multi but AI still get bonus.
Some time in the next few days - when I have a less busy than usual day at work - I will update the mod, which will overwrite the INI config file. Thus rewriting any changes you could have made there - if you made any, of course.
So if you don't want that to happen, backup your current INI file so you could copy your changes to the new INI file later!
See you soon!
Mammoth Tanks are supposed to use their rockets vs wood structures because this means higher DPS. Using them vs bikes is a mistake that I have already fixed in my local version.
@Scxpezz I will update mod soon, probably in the next few days. There are new features incoming...
- is the Mammoth Tank supposed to be using its tusk missiles against Recon Bikes and some buildings? (against Recon Bikes in particular, it isn't really the best option)
- What does "Sustainable Economy" mean, in relation to refineries?
its very interesting
In theory - in future, not now as it would take quite a bit of time to develop - I could add another type of upgrades (or rather sidegrades), the same set for all units, say:
- heavier armor, +30% hp but -20% speed
- heavier ammo, +25% damage but -20% range
- better aim, +20% range but -25% rate of fire
- faster speed, +25% move speed but -20% hp (i.e. lighter armor)
- hp regeneration, unit gets slow hp regen but has some drawback (speed or something else)
- cloak
- etc.
Things like these that player could apply to any unit type they want, thus shaping any unit how they want.
But this would be a separate system. If I'll find a way to implement it in terms of UI, maybe I can add it later...
Thanks for the idea though!
its just for me i don't think choppers should have a cloak and i was thinking of putting something else in instead
or to balance it have one on the orca
Or did you want to replace it with another bonus?
I.e. what is the problem with that very optional cloak upgrade? Maybe I'm missing something.
i wanted to remove the cloak for the Nod chopper
For not-unique upgrades - i.e. Infantry Training or Composite Armor - I think you can also change which factions have them.
one last thing how do you edit the upgrades i cant find where the files for that are
I.e. if you select a flame tank and press Alt + Shift + E, you will see unique upgrades for it in the sidebar. Same combination to hide them so they don't clutter the UI.
This is a clunky interface solution, I know, but the game is pretty restrictive in what can be done with UI unfortunately...
I might have an idea, maybe I can pull it off in one of the next version.
i try using the alt shift E and nothing happens
Mod hotkeys are the 4 green ones.
Which part in the Rules.ini, in the Pillbox section, does allow that?
Also, is there some way to add a 'cost' (I mean money cost) to a superweapon?
I tried simply adding 'cost=...', but that does not work.
What type of cheat hotkeys are you trying to use?
Did you setup mod hotkeys in general?
Thank you to the creator. Why is the cheat hotkey turned on, but it has no effect in the game
What exactly do you want from a new release, what features?
2. One extra option was added to vehicle auto-repair feature.
UnitAutoRepairMode= 1 enables auto-repair for selected vehicles up to 60%
UnitAutoRepairMode= 2 enables auto-repair for all vehicles up to 60%
UnitAutoRepairMode= 3 enables auto-repair for all vehicles up to 100%
that i understand, but in the ini settings i did actualy switch the 1 to 2 so it says it will auto repairs all vehicles, but in gameplay i see no change after saving the changes in the ini file beforehand
Auto-repair affects only Medium, Light and Stealth tanks by default.
To enable it for all vehicles you need to change this setting from 1 to 2.
UnitAutoRepairMode=1
Other types of infantry shouldn't vanish, they should work as minigunners - e.g. a rocket soldier garrisoned in the building should attack with a minigun/rifle attack.
Unless there's a bug - I will test it just in case.
I have plans to add more extensive garrisoning options, e.g. allowing other types of infantry to use their own weapon instead of machine gun.
My local version of RA1 mod is pretty close to TD in terms of functionality.
Two main things are left - unique upgrades (for every unit) and ferry logic for water transports, so it's easy and convenient to transport big armies across water.
When these are ready, I'll upload the new version.
Soviets have access to Missile Sub, it requires Missile Silo - because it's so OP I decided to make it not as easily accessible.
also when setting so that all infantry can garison in a building like the pillbox, only minigunners are able to do it, other infantry seem to just vanish
Things i wish: Higher Zoom lvl, upgrade system like in Tiberian dawn version.
Able to get missile sub back for soviets, why is there a helicarrier instead??
More features to implemented in it from tiberian dawn.
Feel free to report any bugs or exploits you'll find!
Now you should be able to request your elite reserves by
- selecting a Comm-Center
- using Alt+Q to choose what units you want to request
- using Alt+W to request selected units
They will cost their standard price - i.e. they are not free units - and arrive to a point close to your Comm-Center. Also I guess this way you might get a vehicle or two without building a War Factory which can be useful sometimes...
And, of course, everything that wasn't used will still be transferred to next missions.
I.e. maybe not a random unit but a selected specific unit (or several of the same type).
It could be quite a bit of work but... it sounds really cool, mate.
Anyway, good work on this project! This feature in particular helps brake the feeling that each mission is a isolated event!
I turned up the money pass through and down the leveling and was enjoying farming XP on GDI mission 7 when I had a crash. Oh well! I already had a lot when I last saved and probably shouldn't make things too easy further on. Though there are plenty of settings to the game harder and despite starting with a lot of extra money the AI has done a good job giving a challenge.
As for the Covert Ops maybe you could use flags for all previously completed missions. That is, say you start by completed mission 1; the pools are then updated for all missions except 1. You then complete mission 3; then the pools are updated for all missions except 1 and 3. Etc.
But if you finished, say, GDI 7 once , you can start GDI 8 many times and every time you'll get bonuses from the last GDI 7 "save file".
I'm thinking about whether it's possible to add campaign progress to Covert Ops or/and Console missions - not from technical point of view, but more like "does it make sense?", as these missions are not necessarily played in order..?
For missions with several options - those options occupy the same slot.
Every time a mission is finished, it overwrites the slot for this scenario number.
Every time a new mission is started, it reads the results of the previous mission.
If you will play GDI 6 after GDI 5, it will load both money and unit pool from GDI 5 - and won't use them, ofc, as this is a solo commando mission. But it will still write down these resources as "GDI 6 results", and mission 7 will use them.
But if you completed GDI missions 1-5 and then start GDI 7, skipping GDI 6 - your "resource pool" from 5 won't be there, because GDI 7 reads data from "GDI 6 results" file and this file wouldn't exist as you skipped this mission.
Thanks for you quick response and have a great weekend!
Any elite units are added to your "pool", and next time you get such a unit at the start of the mission, it will get some veterancy.
If you don't get units of this type in the next mission - it will be carried over for the next time you get it.
Same with money - a share of your money will be carried over to the next mission with base-building, i.e. it's not wasted on missions where you don't need money at all.
There are additional settings in [Advanced] section where you can specify the carry-over effects.
In this example below
- your elite units will be carried over with veterancy rank 2
- 20% of your leftover money (up to 1000) will be carried over
CampaignProgressRank=2
CampaignProgressMoneyPercentage=20
CampaignProgressMoneyMax=1000
This has been a lot of fun to go back to a game from my childhood with a new twist!
Alt+Q twice on single units - this is intentional, because single Alt+Q means "get prone / get up" for infantry. And you usually don't need many stealth soldiers anyway as they're expensive (unless you play for Stealth Tech sub-faction).
But i don't understand stealth minigunners. One for some reason i gotta press alt +q twice on each unit individually.
And second once they attack they do not re stealth nor can you pay to upgrade them again. It is like 500 credits to do 1 attack. Seems kinda weak.
Sub-factions were one of the latest features I added, so it's not documented very well, yes.
I created a topic in the Discussions section with description for all sub-factions.
In general, all sub-factions have:
- 3 unit types that earn 1.5x XP, helping you to get more elite units of these types
- an unique mechanics / bonus or two
- 3 unit types that are not available