Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...

Holland

Members
  • Content Count

    314
  • Joined

  • Last visited

Posts posted by Holland


  1. Nice summary pony. U can tell you love the game¬†ūüėä

     

    They are made for the missions too. And so i guess a reason for things not being perfect. The low class units might come in handy very rarely, but theyre still fun. It might be cheaper to have buggies and wolverines waypoint guard a large area against scouters just cuz theyre faster then inf.  Im happy they left alot moddable for us tho. I recommend anyone that loves the game to learn modding and then play the map. Many have done it, there are dozens of versions of popular maps that have the creators wishing changes. To me thats a big part of what makes cnc games so special.

    And also i have this weird thought that the game would be unsuccessful if things were perfect. Seeing room for improvement can inspire you somehow

    • Thanks 1

  2. Do you guys have a bitcoin wallet? Please create one if not. Btw I made this topic a while ago, its still legit, kinda: https://forums.cncnet.org/topic/7845-make-money-between-games-andor-donate-some-to-cncnet/

    Also guys, check out Amazon Reviews on facebook. They give you your money back plus bonus on your paypal after giving them 5 stars. This is also a way to get money on your paypal to donate(they got some nice stuff and its real trust me) Just saying, plz keep this ontopic btw lol.

    • Upvote 1

  3. On 4/10/2019 at 1:09 PM, Rumor said:

    I want to know how can I make map auto ally before start in multiplayer game tubarian sun ?

    Open up your map file with notepad or any other text editor

    Add this somewhere in the file: 

    [AllyBySpawnLocation1ÔĽŅ]
    Description=East vs West
    A=0,1,2,3
    B=4,5,6,7

    [Basic]ÔĽŅ

    Name=your map name - auto ally

    AllyBySpawnDefault=1

     

     

    Make sure you copy paste the stuff under [Basic] under the [Basic] thats already in your map file.

     

    You can also download TSWaveMaker, it has an autoally function to add in your map


  4. I love the apc and titan. The bigger bomb loads graphic is a must too. Tho for the rest of them, there are prettier ones in expand11 and ecache19. If one has xcc mixer you can extract them from thos mix files, give them their original names and create ur own expandxx.mix pack (for people that dont know this)

    Ty 9lifescatfood!


  5. It does indeed make for fun gameplay!!  Don't worry about these guys @9LivesCatFood they're real pro players but only few of them enjoy modding

    We did already upload this. See all stuff thats been uploaded to CnCnet's Tibsun in this thread: https://forums.cncnet.org/topic/8661-ts-the-new-units-and-buildings-expand11/

     

    I'll just copy the tutorial to add this in your map right here! And you can just go ahead an play it online already :)

     

    the GDI radar with uplinks, so you don't need the Upgrade Center for ion canon and seeker, you can just place it on your Radar

    posted image

     

    Here are the codes:

    [GARADR]
    Cost=1000
    Name=GDI Radar Center
    Image=GACOMM
    Upgrades=2
    
    [GARADR1]
    Cost=0
    Name=Drop Pod Node
    Armor=wood
    Owner=GDI,Nod
    Power=0
    Sight=1
    Crewed=no
    Points=0
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    TechLevel=-1
    Capturable=no
    AIBuildThis=no
    SuperWeapon=DropPodSpecial
    ThreatPosed=0
    Prerequisite=GARADR,GATECH
    PowersUpToLevel=-1
    PowersUpBuilding=GARADR
    
    [GARADR2]
    Cost=0
    Name=Hunter Seeker Controller
    Armor=wood
    Owner=GDI,Nod
    Power=0
    Sight=1
    Crewed=no
    Points=0
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    TechLevel=1
    Capturable=no
    AIBuildThis=no
    SuperWeapon=HuntSeekSpecial
    ThreatPosed=0
    Prerequisite=GARADR,GATECH
    PowersUpToLevel=-1
    PowersUpBuilding=GARADR
    
    [GARADR3]
    Cost=0
    Name=Ion Cannon uplink
    Armor=wood
    Owner=GDI,Nod
    Power=0
    Sight=1
    Crewed=no
    Points=0
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    TechLevel=1
    Capturable=no
    AIBuildThis=no
    SuperWeapon=IonCannonSpecial
    ThreatPosed=0
    Prerequisite=GARADR,GATECH
    PowersUpToLevel=-1
    PowersUpBuilding=GARADR
    
    [BuildingTypes]
    205=GARADR1
    206=GARADR2
    207=GARADR3
    
    [Animations]
    967=GARADR1
    968=GARADR2
    969=GARADR3

    As you can see, the file the radar uses with 'Image=' is called GACOMM. You can also just Copy the entire original [GARADR] from rules.ini, and change [GARADR] Into [GACOMM], and add GACOMM under [BuildingTypes]. Thats the right way to do it, but since they are very similar in art.ini, there's no need.

    Just copy paste this code into your map, make some edits if you want, and enjoy.


  6. NOTE: THIS IS TESTED AND ON CNCNET ONLY. SKILLS IN MAP FILE EDITING AND TRIGGER AND MODDING KNOWLEDGE IS REQUIRED. (Should work with spawn hexed, and credit trigger hexed clients like tsclient)

     

    Or skip the tutorial, and Download map template with pre-made oil derricks: oilderricks template.mpr

    This Tutorial and files and codes have an updated version, see my next comments


    INTRO

    I've used Lin Kuei Ominae's "Ion collector" as oilderrick in map. it seems perfect for TS's form of RA2's oil derricks

    ICC_ingameanim.gif

    It makes for very interesting gameplay in TS, so far many people online really enjoyed it. Rampastring's Spawn patch and Give Credits trigger make so much possible, and this is just a glimpse of it.  It's been tested on 3 maps so far, and has potential to be added on standard maps as well, just for fun. On these test version, the Ion Collectors will give you 100 credits every 10 seconds, and some power. Its a nice bonus, and even if you can keep your collector for 50 (tibsun) seconds, after its being hijacked by someone else, you at least have your engineer money back, and had the ability to build next to it. Of course the entire building is modifiable, right now its immune, can't be sold and you only need 1 engineer to capture it. (despite multi engineer) 

    This is a nice map i found from the mod "The Second Tiberium War", just cuz i thought it was so pretty, i added them there to test and its a pretty smooth 1v1 gameplay
    SCRN0027.jpg

    This map are 2 more with these are in the attachments below. Note that these still have the testing 100$ per 10 seconds, and lots of power. in This tutorial on the other hand, reduced to $85 and little power.

    TUTORIAL

    Since it takes a big load of triggers to create the oil derrick logic, i figured to make it easier on everyone else, and provided a simple way to get them in your map. It is to simply copy paste the trigger codes in your map file. And attach the triggers (in Final Sun) to the building. (I also added a second approach in the attachment RAR file, using XCC_INI_CLT)


    THIS IS 1 SINGLE OIL DERRICK! DOWNLOAD OILDERRICK.RAR FOR 1,2,4 AND 8 OIL DERRICKS! 

    [b]; If you already have triggers, Just copy paste the content under Tags, Events, Triggers, and Actions below your existing ones.
    ; This content includes [Houses], make sure you don't double copy it[/b]
    
    
    [Triggers]
    01L10002=Neutral,01L10020,attach to Oilderrick#1,0,1,1,1,0
    01L10004=Spawn1,<none>,Oilderrick#1 - spawn1,1,1,1,1,0
    01L10006=Spawn2,<none>,Oilderrick#1 - spawn2,1,1,1,1,0
    01L10008=Spawn3,<none>,Oilderrick#1 - spawn3,1,1,1,1,0
    01L10010=Spawn4,<none>,Oilderrick#1 - spawn4,1,1,1,1,0
    01L10012=Spawn5,<none>,Oilderrick#1 - spawn5,1,1,1,1,0
    01L10014=Spawn7,<none>,Oilderrick#1 - spawn7,1,1,1,1,0
    01L10016=Spawn6,<none>,Oilderrick#1 - spawn6,1,1,1,1,0
    01L10018=Spawn8,<none>,Oilderrick#1 - spawn8,1,1,1,1,0
    01L10020=Neutral,01L10022,Oilderrick#1 Captured by 2 ,0,1,1,1,0
    01L10022=Neutral,01L10024,Oilderrick#1 Captured by 3 ,0,1,1,1,0
    01L10024=Neutral,01L10026,Oilderrick#1 Captured by 4 ,0,1,1,1,0
    01L10026=Neutral,01L10028,Oilderrick#1 Captured by 5 ,0,1,1,1,0
    01L10028=Neutral,01L10030,Oilderrick#1 Captured by 6 ,0,1,1,1,0
    01L10030=Neutral,01L10032,Oilderrick#1 Captured by 7 ,0,1,1,1,0
    01L10032=Neutral,01L10162,Oilderrick#1 Captured by 8 ,0,1,1,1,0
    
    [Actions]
    01L10002=9,14,0,50,0,0,0,0,A,53,2,01L10004,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A
    01L10004=1,106,0,50,85,0,0,0,A
    01L10006=1,106,0,51,85,0,0,0,A
    01L10008=1,106,0,52,85,0,0,0,A
    01L10010=1,106,0,53,85,0,0,0,A
    01L10012=1,106,0,54,85,0,0,0,A
    01L10014=1,106,0,56,85,0,0,0,A
    01L10016=1,106,0,55,85,0,0,0,A
    01L10018=1,106,0,57,85,0,0,0,A
    01L10020=9,14,0,51,0,0,0,0,A,53,2,01L10006,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A
    01L10022=9,14,0,52,0,0,0,0,A,53,2,01L10008,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A
    01L10024=9,14,0,53,0,0,0,0,A,53,2,01L10010,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A
    01L10026=9,14,0,54,0,0,0,0,A,53,2,01L10012,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A
    01L10028=9,14,0,55,0,0,0,0,A,53,2,01L10016,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A
    01L10030=9,14,0,56,0,0,0,0,A,53,2,01L10014,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10018,0,0,0,0,A
    01L10032=9,14,0,57,0,0,0,0,A,53,2,01L10018,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10004,0,0,0,0,A
    
    [Events]
    01L10002=1,1,0,50
    01L10004=1,13,0,10
    01L10006=1,13,0,10
    01L10008=1,13,0,10
    01L10010=1,13,0,10
    01L10012=1,13,0,10
    01L10014=1,13,0,10
    01L10016=1,13,0,10
    01L10018=1,13,0,10
    01L10020=1,1,0,51
    01L10022=1,1,0,52
    01L10024=1,1,0,53
    01L10026=1,1,0,54
    01L10028=1,1,0,55
    01L10030=1,1,0,56
    01L10032=1,1,0,57
    
    
    [Tags]
    01L10003=2,ATTACH TO OILDERRICK #1 1,01L10002
    01L10005=2,Oilderrick#1 - spawn1 1,01L10004
    01L10007=2,Oilderrick#1 - spawn2 1,01L10006
    01L10009=2,Oilderrick#1 - spawn3 1,01L10008
    01L10011=2,Oilderrick#1 - spawn4 1,01L10010
    01L10013=2,Oilderrick#1 - spawn5 1,01L10012
    01L10015=2,Oilderrick#1 - spawn7 1,01L10014
    01L10017=2,Oilderrick#1 - spawn6 1,01L10016
    01L10019=2,Oilderrick#1 - spawn8 1,01L10018
    
    [Houses]
    0=GDI
    1=Nod
    2=Neutral
    3=Special
    50=Spawn1
    51=Spawn2
    52=Spawn3
    53=Spawn4
    54=Spawn5
    55=Spawn6
    56=Spawn7
    57=Spawn8

    Save, Open Final Sun and Attach #Oilderrick1 to your oilderrick building!

    To Change the amount of credits, Select all copied lines under Actions, Replace all:  ,85,  replace with ,youramount,
    To change the delay between credits, select everything under Events, Replace all: ,10  replace with ,youramount 
    (Using notepad++ you can select columns holding ALT 

    Now to add your Charge Collector, copy these codes in your map, if you already have mods or imported rules.ini in your map, then make sure you don't double up on [Animations] and [BuildingTypes] (YOU CAN SKIP THIS STEP IF YOU USE A DIFFERENT BUILDING)

    
    
    [Animations]
    1045=ICCPP_A
    1046=ICCPP_AD
    1047=ICCPP_B
    1048=ICCPP_C
    1049=ICCPP_C2
    
    [BuildingTypes]
    277=ICCPP
    278=ICCPPUP
    381=ICCPPUP1
    382=ICCPPUP2
    383=ICCPPUP3
    
    [ICCPP]
    Cost=800
    Name=Ion Charge Collector
    Armor=heavy
    Owner=GDI,Nod
    Power=10
    Sight=4
    Crewed=yes
    Immune=yes
    Points=40
    Adjacent=8
    Strength=15000
    Upgrades=3
    Explosion=FIREEXPL
    MaxDebris=6
    TechLevel=-1
    Capturable=true
    Unsellable=yes
    ThreatPosed=0
    TogglePower=no
    DamageSmokeOffset=300, 300, 450
    DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
    
    [ICCPPUP]
    Cost=300
    Name=Charge Collector
    Armor=wood
    Image=ICCPP_C
    Owner=GDI
    Power=2
    Sight=1
    Crewed=no
    Points=30
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    TechLevel=-1
    Capturable=no
    ThreatPosed=0
    PowersUpToLevel=-1
    PowersUpBuilding=ICCPP
    
    [ICCPPUP1]
    Cost=1000
    Name=Charge Collector AI
    Armor=wood
    Image=ICCPP_C
    Owner=GDI,Special
    Power=2
    Sight=1
    Crewed=no
    Points=30
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    TechLevel=9
    BuildLimit=0
    Capturable=no
    AIBuildThis=yes
    ThreatPosed=0
    Prerequisite=BARRACKS,ICCPP
    PowersUpToLevel=-1
    PowersUpBuilding=ICCPP
    
    [ICCPPUP2]
    Cost=1000
    Name=Charge Collector AI
    Armor=wood
    Image=ICCPP_C
    Owner=GDI,Special
    Power=2
    Sight=1
    Crewed=no
    Points=30
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    TechLevel=9
    BuildLimit=0
    Capturable=no
    AIBuildThis=yes
    ThreatPosed=0
    Prerequisite=BARRACKS,ICCPP
    PowersUpToLevel=-1
    PowersUpBuilding=ICCPP
    
    [ICCPPUP3]
    Cost=1000
    Name=Charge Collector AI
    Armor=wood
    Image=ICCPP_C
    Owner=GDI,Special
    Power=2
    Sight=1
    Crewed=no
    Points=30
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    TechLevel=9
    BuildLimit=0
    Capturable=no
    AIBuildThis=yes
    ThreatPosed=0
    Prerequisite=BARRACKS,ICCPP
    PowersUpToLevel=-1
    PowersUpBuilding=ICCPP

    Make all the edits you want, there is a trigger that stops the money going when building is destroyed by C4. Use BridgeRepairHut=yes to avoid C4
    ; Make sure you use Notepad's 'replace all' function (ctrl+f) And check "In selection only", AND ofcourse, if you mess something up just use CTRL+Z (undo)


    HOW THIS WORKS/HOW IT'S MADE
    If you want to make something similar, first make sure the client you use is updated with the latest hacks, so it will include being able to use Spawn locations in triggers, activating it by adding the [Houses] list in your map as listed in the code. Plus the give credits should be in the hack too. (TS-Client should have this, but have not tested this yet)

    To create a "give credits" trigger, you have to make sure you have the right edits in FSData.ini in the Final Sun folder. Under [Actions] number 106 should be:

    106=Give Credits...,0,2,5,0,0,0,0,0,0,Give credits to a specific house.,1,0,106

    Make this change and save if its not there.

    The triggers have been created with Final sun's, under Edit> trigger editor (with disabled beginner mode under Options), using 8 repeating triggers with events "Entered by" with spawn1 as parameter in the first triggers, spawn2 in the next, etc. all with Action "enable trigger", enabling each their own Trigger, the "give credits" loop, and also 7 disable all other houses credits loop. So the give credits loop need another 8 repeating triggers, Using event Time elapse, and action give credits. Make sure you have all the triggers options owner set to Neutral and repeating. Then you attach the "entered by spawn1" to your oil derricks, and in that same trigger's options attach the"entered by spawn2" trigger, and in that trigger attach spawn3, etc.

    You can download one of the maps i attached here, to check it out yourself and see how the trigger's work. 

    So this how to create 1 single oil derrick and its logic, its alot of clicking i know, so I've used PTapioK's amazing time safer software "TSWaveMaker" To clone all the triggers use its ascending parameters to quickly clone them. But You could probably copy paste them (under lists actions, events, tags, triggers) and simply change the ID's (I use Notepad++, using holding alt and select the colomn i wanna change, then go to edit> column editor, that way you can quickly change a list of ID's)

    WHAT CAN GO WRONG?
    Using 2 different editor on the same file could delete your work. So Always make sure you Reload the file Each time you made an edit. Using a software like notepad++ will always ask you to reload it, Final sun does NOT. 
    If this will crash its possible that the client you're using isn't up to date, for this is tested and working in CnCnet.
    I Made each oilderrick's trigger ID to start with "01L1", and the second "01L2", etc. so you should not have any trigger duplicates
    And once again, if you already have triggers, you have to cut/copy all content under  [Tags],[Triggers],[Actions],[Events] or use my alternate way i used in the RAR attachment file

    Using triggers can always crash untested, and so its smart to test every little thing first. Or ever smarter, get a coach that knows alot about final sun. Me, Ptapiok, Humble, Skylegend, and many others don't mind helping you on on the discord sever https://discord.gg/CMMVFYk  if you have any trouble what so ever.

    OTHER THEN ALL OF THAT, COPYING ALL CODES UNDER [Tags],[Triggers],[Actions],[Events] will most likely work (on CnCnet for sure). 

    Download OILDERRICK.rar in attachment:

     

    SCRN0035.jpg

     

    SCRN0016.jpg

    arid chasm ion collectors.map conflict oilderricks.map GSO oilderricks.map OILDERRICK.rar

    • Like 2

  7. Good point lol. Yes these are definitly alterations. Its definitly worth trying them out tho. Its not like 1 person made this. To my understanding each mod had an entire team from ppmforum helping on the mod. And since ts has been patched and updated, its definitly a great time now to bring¬†some of them¬†back to the surface, theyre just totally worth it¬†ūüėĀ


  8.  

     

     

    506966658_reformforgotten.thumb.gif.f874856e067857cdd2a261962703b94a.gif1849051633_crystallizeddoomnod.thumb.gif.38e697b863565666e2463b07c5ea793a.gif1735977070_crystallizeddoomgdi.gif.2417ff26973d17de7cbd9f0c4f0178ac.gif847363559_crystallizeddoomforgotten.thumb.gif.d4f233829cf15363d30c2c450f674548.gif

    Used this comment to upload more gifs

    ---------------------------------------

    Oh my bad, i mistaked "released"  for official. Who cares about a word? come on, download and play :D

    I'll host a game for anyone that installed this... i'll be on this week alot to try it out!!


  9.  

    1538630135_tibfuturegdi.gif.8e48ea55b6f84760d4b82abde829e2bf.gif

    1000120492_crystallizeddoomCabal.thumb.gif.68238824d977445a81db4c305b86a035.gif512078628_reformGDI.gif.b39d72fa72510ea67651f62bde5bae10.gif

    490423888_reformnod.gif.4bc9db0b12fdaf64e48e241f9843873c.gif

    Used this comment to upload more gifs

    Few more gifs below

    --------------------------

     

    On 3/25/2019 at 8:35 PM, c0rpsmakr said:

    What makes these "official" mods? Just curious, and 3 extra factions with a decent amount of extra units, wow.

    They're actually really good bro, i'd love to play online with any of them. Yeah they've been labeled as official ready for play on ppmsite. Its been years ago tho lol


  10. Hi Everyone, so I know most of you don't even know that in the last decades, there have been dozens of MODS created and released, and played for years. There are really good ones out there. Also not sure if anyone ever done this, but I've created a pack of 5 mods into 1, all on a CnCnet platform. Please read the instructions after you downloaded it, for you have to create a (second) normal TS installation and drag files into the directory.

    This pack includes the following mods:
    -True Power
    -Tiberium future: A dying world
    -The 2nd War
    -Reform
    -Crystallized Doom (older version)
    and a small part of Dusk

    Hope nobody gets mad for me doing this, cuz i'm just a fan and hate to see these great mods dead. I am not the creator of any of these mods and just provided this pack, for you to enjoy. There are a bunch of other mods that i love too, but i kept it minimal for now.

    The biggest reason for me making this pack is because i noticed many people are trying to play the mod, but its all out dated on moddb, and at least there is a way now to just check them out a little bit, and even play online, just make sure you have a friend download the same files. And so far CnCnet is the only client that reads all the mods without any crash, because its so great! just read the instructions i provided in the pack, and peek a little.

    Anyway, perhaps this might bring some ideas for yall client makers ( bittah, rampa, funky, etc. ) If not, i understand. :D

    DOWNLOAD HERE

    If you want a different provider, lemme know

     

    5modmix.thumb.jpg.8e4a33db27df6f2179647d99441b361a.jpg

     

    tib future nod.gif

    true power cabal.gif

    true power forgotten.gif

    true power scrin.gif

    tib future cabal2.gif

     

    dusk nod.gif

    dusk gdi.gif

    dusk creatures.gif

     

    See other comments below for more gifs

    • Thanks 1

  11. To my understanding the only arts ts will read is art.ini and artfs.ini. I add mods all the time and i change them up in art.ini, always keeping a copy of the original. If i add new stuff in the mix files, i usually make sure it has a new name, then add it in art and make the change in the map or rules file.

    If theres a massive amount of art  i wanna transfer, i'll use some software like Beyond compare, ini sort. But mostly notepad++ and its addons has everything you need. 

    But i'm not sure if i understand your question completely...


  12. Lmao. Life changes continuously, something that doesnt change with it will die. So modders, rise! If harv truce seems unfair to you, mod more hijackers. If u know what u want as a pro, play or mod a veterans patch! 

    Less convo more mods please!


  13. I guess this topic continued here:

    https://forums.cncnet.org/topic/8422-what-would-you-do-to-make-tiberian-sun-better-balanced/

    But no matter, we can resolve any balance issues by adding checkbox like ‚Ė°¬†Enable custom mod/patch

    Connected with a list to choose a modded balance, like a veteran patch or other mods, anyway we discussed this already in that topic. It would pretty much be the finishing touch to the client in my opinion :D


  14. Yeah alot. Just join the games that are hosting the map Terrace. Tell m you like to learn. You can spec games too. There's also alot on youtube. Check Terrace games. Also assign hotkeys. In game Options> game controls> keyboard> control, set those too


  15. Weird Billy, it should work if you did it right. Did you use the map file to make edits? Are you using the right spaces between lines in your mapfile like this: empty line, unit code line, edit line, empty line. Are you using [E1] ? 

    Are you playing the right map? Also,  If your testing it in multiplayer you have to restart the client.(no need in skirmish).

    Can you copy paste the edits you made over here? Or better upload the map here if it still doesnt work

×
×
  • Create New...