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Mabus

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Everything posted by Mabus

  1. Thanks Grant, I've now posted the question in that group. I appreciate your help.
  2. Hi all, I'm hoping you can help me with a modding challenge. I'm trying to make the Badger Bomber in Red Alert a selectable, playable unit. I've tried the logical steps re the tech level, prerequisite, etc, in Rules ini to achieve this, but the issue I'm having is that while these changes allow the Badger Bomber to become 'buildable' in-game, I still cannot select it and use it. Here are the changes I've made to the Rules ini file. Can someone please let me know how to resolve this? ; Badger Bomber [BADR] Prerequisite=afld,mslo Primary=ParaBomb Strength=600 Armor=light TechLevel=12 Sight=0 Speed=12 Owner=soviet Cost=80 GuardRange=30 Points=20 ROT=5 Crewed=yes Ammo=2 Any help whatsoever would be greatly appreciated!
  3. I've noticed that some of the maps are MAP files and others are STR files. There is also a WAK file. Interestingly they seem to be from the same uploader. I take it all of the map files should be STR, but not sure why even those ones are not showing up in the Unofficial Maps section. The files are all in the right folder.
  4. Apologies, I meant to say the ZH Generals Zero Hour Data folder (located in My Documents). They're in there but still not showing. I'll download some different maps from another source and see if that makes any difference. In the meantime, back to the drawing board.
  5. I found the Documents > ZH > Data < Maps folder and placed the new maps in there, but still no sign of them in the ZH maps (or Unofficial Maps) section. Are there any other steps required before they appear or is it simply a matter of them being in the folder? If so, something is amiss.
  6. ......Does anyone have any idea how to make new maps work in Zero Hour?
  7. Hi guys, The good news is that all other issues I've had with RA1 and C&C ZH have been resolved, except one: how to make new ZH maps work. I've downloaded a bunch of new Zero Hour maps and extracted them into the ZH > Data > Maps folder. Apparently, the new maps are supposed to show up in the Unofficial Maps tab once you're selecting what map you want to play your opponent(s) against. Except, this tab is blank when I click on it and the maps are nowhere to be seen. What am I missing here? Any help would be greatly appreciated. Cheers,
  8. I downloaded C&C Generals and Zero Hour from Origin recently (CD installed version stopped working). Is it in any way possible to play this game offline? I figured that since I downloaded the entire game, it is installed on my computer, so whether I am online or offline shouldn't be an issue, yet whenever I try to run it, the Origin login screen appears rather than the game launcher. Any help would be much appreciated. Thanks,
  9. Hey guys, I'm wanting to zoom the camera out a bit on RA2. I've done this in C&C Zero Hour (via the "maxcameraheight" option in one of the ini files) with success, which is great. But is there such an option anywhere in the RA2 ini files to do this so the units and structures can appear smaller? Any help would be appreciated.
  10. I removed 'ForbiddenHouses' and added 'NAYARD' to the prerequisites of the Allied GAYARD, but still no luck. Only the Soviet ships are showing when the NAYARD is built. Any other suggestions? (I'm sure it's a simple solution I'm overlooking as I'm sure there was a way to do this).
  11. H guys, Using the Rules.ini for Red Alert 2 and trying to find a way to allow the Russians to access the Allied Destroyer, Aegis Cruiser and also the Air Force Command (Airfield). Tried adding the Russians to 'Owner' as well as adding Russians in 'ForbiddenHouses' and using the 'DoubleOwned' option. What am I missing here? I'm sure there is a way to allow the Russians to use these units, but it's been so long since I've modded for this game. Any help would be greatly appreciated!
  12. Like a bolt out of the blue the maps no longer have this issue and are working fine. I didn't make any changes since my last post on here so it seems like pure luck. Thank you for your help and looking into it though. Are they still not working on your end?
  13. Just FYI, none of the maps I've created are working - only the stock standard RA1 ones already in the game. So it's not unique to this particular map. There's something more to this.
  14. Here you go. Any help would be appreciated. CASPIAN0.MPR
  15. Great question. I'd be interested in learning this also. Any advice guys?
  16. A crash log was sent after it crashed. Here is the map (created through the usual RA Editor application).
  17. Hi guys, So I've reinstalled CnCNet RA1 online from scratch and have created a new map, but it's not loading. Instead, I get the following error.
  18. Do I just add them to the bottom of the ***AI Controls*** section in the Spawn.xdp/Rules.ini file?
  19. The below section is what I'm referring to. What is the best way to make the AI just as aggressive as it usually is in CnCNet Skirmish? ; ******* AI Controls ******* ; Computer Skirmish-Mode behavior controls. The ratio values are based on the ; number of buildings in the computer base that should be of the type specified. ; The ratio total should exceed 100% so that the base will always try to grow as ; it vainly attempts to achieve the specified percentage composition. ; Take note: The computer AI in Red Alert is merely a warmed over version ; of the AI experiment I wrote during the unallocated time in the month ; following C&C's release. It was more than adequate at that time (even ; difficult to beat), but since Red Alert is a very different game, the skirmish ; mode AI is somewhat under-effective. In order to improve the AI ; over this initial experiment, the following controls are provided. It might ; be possible to manipulate these values to achieve a greater challenge when ; playing the computer opponent. [AI] AttackInterval=3 ; average delay between computer attacks AttackDelay=5 ; average delay time before computer begins first attack PatrolScan=.016 ; minute interval between scanning for enemys while patrolling. CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount. PathDelay=.01 ; Delay (minutes) between retrying when path is blocked. OreNearScan=6 ; cell radius to scan when harvesting a single patch of ore OreFarScan=48 ; cells radius to scan when looking for a new ore patch to harvest AutocreateTime=5 ; average minutes between creating an 'autocreate' team InfantryReserve=3000 ; always build infantry if cash reserve is greater than this InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity PowerSurplus=50 ; build power plants until power surplus is at least this amount BaseSizeAdd=3 ; computer base size can be no larger than the largest human opponent, plus this quantity RefineryRatio=.16 ; ratio of base that should be composed of refineries RefineryLimit=4 ; never build more than this many refineries BarracksRatio=.16 ; ratio of base that should be composed of barracks BarracksLimit=2 ; never build more than this many barracks WarRatio=.1 ; ratio of base that should be composed of war factories WarLimit=2 ; never build more than this many war factories DefenseRatio=.4 ; ratio of base that should be defensive structures DefenseLimit=40 ; maximum number of defensive buildings to build AARatio=.14 ; ratio of base that should be anti-aircraft defense AALimit=10 ; maximum number of anti-aircraft buildings to build TeslaRatio=.16 ; ratio of base that should be telsa coils TeslaLimit=10 ; maximum number of tesla coils to build HelipadRatio=.12 ; ratio of base that should be composed of helipads HelipadLimit=5 ; maximum number of helipads to build AirstripRatio=.12 ; ratio of base that should be composed of airstrips AirstripLimit=5 ; maximum number of airstrips to build CompEasyBonus=yes ; When more than one human in game, computer player goes to "easy" mode? Paranoid=yes ; Will computer players ally with each other if the situation looks bleak? PowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage FixAIParanoid=yes FixAISendingTanksTopLeft=yes
  20. Hi guys, Is there a way to make the AI especially hard to beat? I do have Rules.ini, but what areas should I tweak to achieve this? Since applying the Rules.ini changes, the AI only seems to build 5 structures at most, and barely any units, yet nothing has been changed in this regard.. Any help would be appreciated. Cheers,
  21. Ok, so it was a success. The Spawn.xdp idea worked perfectly...on my PC. HOWEVER, when trying to do the same thing on my laptop, the changes do NOT take effect. I'm thrilled that it's working on the PC, but is there any reason it might not be working on the laptop? It's just a matter of renaming the Rules.ini "Spawn.xdp" right? If this is the case, it makes no sense that it would work on one computer and not on another...unless there's something I'm missing.
  22. I remember that way back there was a way to remove the shroud so all of the map would be visible upon starting a skirmish game. I'll do some further digging and see what I find. In RA2 this is no issue and is easily removable, as is the case with Zero Hour as well, so there must be an option in RA1 rules.ini
  23. I will try the Spawn.xdp idea and let you know how I go. Thanks
  24. Hi guys, Is there any way to remove the shroud/fog of war from the terrain in RA1? There doesn't seem to be any option for this mod in Rules.ini. Any help would be appreciated. Thanks,
  25. So there's no way to apply Rules.ini changes as long as I'm loading a skirmish through the CnCNet d/load? I prefer this version as the traditional one doesn't allow the kind of options the CnCNet one does, plus the AI is way too easy on the old version. If anyone finds a way around this it would be awesome. Thanks,
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