MapDesigner Posted September 13, 2017 Share Posted September 13, 2017 (edited) Hello, I am talking about TIBTREO01 TIBTREO02 TIBTREO03 they are all named ore mine. is there differnce in the amount of ore produced? also, is there a topic for all these small questions? I felt this question doesnt deserve a full topic but where can I ask instead? Edited September 22, 2017 by MapDesigner I forgot to greet the community :( 1 Link to comment Share on other sites More sharing options...
fir3w0rx Posted September 14, 2017 Share Posted September 14, 2017 3 hours ago, MapDesigner said: I am talking about TIBTREO01 TIBTREO02 TIBTREO03 they are all named ore mine. is there differnce in the amount of ore produced? In rulesmd.ini, all three of them are identical. I could be wrong but I don't think there is a diffrence. It's probably remnants from Tiberian Sun code that Westwood/EA left in there for some reason; there are lots of them sprinkled throughout the RA2/YR files. Side note: if you're looking for a drill that generates gems, go to rulesmd.ini -> [Tiberiums] and change Riparius to Cruentus. But this will change all three of the TIBTRE##s (drills). also, is there a topic for all these small questions? I felt this question doesnt deserve a full topic but where can I ask instead? Modding Discussion section. Link to comment Share on other sites More sharing options...
Ezer_2000 Posted September 14, 2017 Share Posted September 14, 2017 Place 3 different ore mines on a blank map. Wall areas around them (about 10x10 for each one), and look at tiberium mining rate. Link to comment Share on other sites More sharing options...
fir3w0rx Posted September 14, 2017 Share Posted September 14, 2017 8 minutes ago, Ezer_2000 said: Place 3 different ore mines on a blank map. Wall areas around them (about 10x10 for each one), and look at tiberium mining rate. I did exactly that (as well as add the 'Reveal all map' trigger and sped the game up), but I could not tell the difference between the three. I also completely mined all three drills then observed them again, but I still could not see any difference between their mining rate. 1 Link to comment Share on other sites More sharing options...
MapDesigner Posted September 19, 2017 Author Share Posted September 19, 2017 On 9/14/2017 at 1:03 PM, fir3w0rx said: I did exactly that (as well as add the 'Reveal all map' trigger and sped the game up), but I could not tell the difference between the three. I also completely mined all three drills then observed them again, but I still could not see any difference between their mining rate. or maybe mining capacity? i.e. total ore it can bring Link to comment Share on other sites More sharing options...
fir3w0rx Posted September 19, 2017 Share Posted September 19, 2017 6 hours ago, MapDesigner said: or maybe mining capacity? i.e. total ore it can bring I doubt it, but who knows. Why not try it? Leave your game running for a while (on max speed) then check it from time to time to see if any of the mines have been permanently depleted . Link to comment Share on other sites More sharing options...
MapDesigner Posted September 20, 2017 Author Share Posted September 20, 2017 16 hours ago, fir3w0rx said: I doubt it, but who knows. Why not try it? Leave your game running for a while (on max speed) then check it from time to time to see if any of the mines have been permanently depleted . ok I just tried that this morning. I couldnt tell much difference. all of it actually never stopped making ore, lol xD. it kept making and making and making. intitially 3x3, then 4x4 then 5x5 and it never stopped. Link to comment Share on other sites More sharing options...
fir3w0rx Posted September 20, 2017 Share Posted September 20, 2017 (edited) 12 hours ago, MapDesigner said: ok I just tried that this morning. I couldnt tell much difference. all of it actually never stopped making ore, lol xD. it kept making and making and making. intitially 3x3, then 4x4 then 5x5 and it never stopped. There's really nothing else you can do to see the difference, none that I can think of anyway. My best guess is that Westwood/EA staff were probably going to do something different with each one but forgot all about it, or were told to move onto their next project. I didn't think you would actually do it . Edited September 21, 2017 by fir3w0rx Link to comment Share on other sites More sharing options...
MapDesigner Posted September 21, 2017 Author Share Posted September 21, 2017 now the question lies: what is the best way to set up ore mines so that it gives maximum gold? if we put then too close or too for? which one is better? and what is the best spacing? o.O? Link to comment Share on other sites More sharing options...
scalpem Posted October 24, 2017 Share Posted October 24, 2017 Lol, this thread is funny. Did all this testing myself yesterday to check which ore vein was fastest... Same results here, no difference, it's Westwood's way of laughing at us. Link to comment Share on other sites More sharing options...
MapDesigner Posted June 30, 2018 Author Share Posted June 30, 2018 @FReQuEnZy Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted June 30, 2018 Share Posted June 30, 2018 (edited) 3 hours ago, MapDesigner said: @FReQuEnZy [TIBTRE01] Name=Tiberium Tree SpawnsTiberium=yes RadarColor=192,192,0 IsAnimated=yes LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 AnimationRate=3 AnimationProbability=.003 Immune=yes ;Immune=no [TIBTRE02] Name=Tiberium Tree SpawnsTiberium=yes RadarColor=192,192,0 IsAnimated=yes LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 AnimationRate=3 AnimationProbability=.003 Immune=yes ;Immune=no [TIBTRE03] Name=Tiberium Tree SpawnsTiberium=yes RadarColor=192,192,0 IsAnimated=yes LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 AnimationRate=3 AnimationProbability=.003 Immune=yes ;Immune=no Exctracted from RulesMD.ini ; This is Ore [Riparius] Name=Tiberium Riparius Image=1 Power=0 Value=25 Growth=2200 GrowthPercentage=.06 Spread=2200 SpreadPercentage=.06 Color=NeonGreen ; **WARNING**: If you change this color, notify Bret_a ; These are Gems [Cruentus] Name=Tiberium Cruentus Image=2 Value=50 Growth=10000 GrowthPercentage=0 Spread=10000 SpreadPercentage=0 Power=0 ;10 Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 Edited June 30, 2018 by FReQuEnZy 1 Link to comment Share on other sites More sharing options...
MapDesigner Posted June 30, 2018 Author Share Posted June 30, 2018 1 hour ago, FReQuEnZy said: [TIBTRE01] Name=Tiberium Tree SpawnsTiberium=yes RadarColor=192,192,0 IsAnimated=yes LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 AnimationRate=3 AnimationProbability=.003 Immune=yes ;Immune=no [TIBTRE02] Name=Tiberium Tree SpawnsTiberium=yes RadarColor=192,192,0 IsAnimated=yes LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 AnimationRate=3 AnimationProbability=.003 Immune=yes ;Immune=no [TIBTRE03] Name=Tiberium Tree SpawnsTiberium=yes RadarColor=192,192,0 IsAnimated=yes LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 AnimationRate=3 AnimationProbability=.003 Immune=yes ;Immune=no Exctracted from RulesMD.ini ; This is Ore [Riparius] Name=Tiberium Riparius Image=1 Power=0 Value=25 Growth=2200 GrowthPercentage=.06 Spread=2200 SpreadPercentage=.06 Color=NeonGreen ; **WARNING**: If you change this color, notify Bret_a ; These are Gems [Cruentus] Name=Tiberium Cruentus Image=2 Value=50 Growth=10000 GrowthPercentage=0 Spread=10000 SpreadPercentage=0 Power=0 ;10 Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 what? O_O Link to comment Share on other sites More sharing options...
McPwny Posted July 1, 2018 Share Posted July 1, 2018 they are identical by default, as you can see from the rules entries he pulled. they are only remnants from TS, and have three identical entries probably so they could be changed into 3 different "tiberium spawners" via map ini editing. 1 Link to comment Share on other sites More sharing options...
eliteGi Posted July 1, 2018 Share Posted July 1, 2018 As a TS map maker i can confirm they are remnants from TS. They have differing appearances on TS, too. Indeed they can be changed in RA2 to have different ore regen rates among other properties. Link to comment Share on other sites More sharing options...
MapDesigner Posted July 1, 2018 Author Share Posted July 1, 2018 3 hours ago, eliteGi said: As a TS map maker i can confirm they are remnants from TS. They have differing appearances on TS, too. Indeed they can be changed in RA2 to have different ore regen rates among other properties. How to change them? From final alert or i have to program/trigger the map? Link to comment Share on other sites More sharing options...
eliteGi Posted July 1, 2018 Share Posted July 1, 2018 If you just want to change the properties tgen change the values that McPwny posted. You can also change the value or ore or gems, a common modification youll see on tiberian sun Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted July 1, 2018 Share Posted July 1, 2018 @MapDesigner Just copy and paste the respective entries of tibtree to your map via notepad. Open map in notepad > copy entry starting from [tibtre01] > edit values Link to comment Share on other sites More sharing options...
MapDesigner Posted July 24, 2018 Author Share Posted July 24, 2018 (edited) hmmmm so I tried editting some values when I change (via NotePad++) the animation rate = 3 then my game crashes everytime. even if I changed it back. Wierd If I change animation probability=0.003 to 0.01 & 0.06 (tried both), it makes ore faster. not sure how fast though, need to check with oil derricks to quantify. I havent edited ore/Gems values as of yet. I'll edit this post when I miss up other values. Edited July 24, 2018 by MapDesigner Link to comment Share on other sites More sharing options...
cypher Posted September 29, 2019 Share Posted September 29, 2019 Is it possible to change the image of a tibtre? Is it possible to have a tibtre spawn gems? Link to comment Share on other sites More sharing options...
Tutankhamun Posted October 1, 2019 Share Posted October 1, 2019 (edited) On 7/24/2018 at 9:04 AM, MapDesigner said: hmmmm so I tried editting some values when I change (via NotePad++) the animation rate = 3 then my game crashes everytime. even if I changed it back. Wierd If I change animation probability=0.003 to 0.01 & 0.06 (tried both), it makes ore faster. not sure how fast though, need to check with oil derricks to quantify. I havent edited ore/Gems values as of yet. I'll edit this post when I miss up other values. try to put AnimationProbability=0.999 Results will shock you up. i use my own maps with that code On 9/29/2019 at 3:37 PM, cypher said: Is it possible to change the image of a tibtre? Is it possible to have a tibtre spawn gems? yes, both. as the second guy replied; Side note: if you're looking for a drill that generates gems, go to rulesmd.ini -> [Tiberiums] and change Riparius to Cruentus. But this will change all three of the TIBTRE##s (drills). Edited October 1, 2019 by Tutankhamun 1 Link to comment Share on other sites More sharing options...
cypher Posted October 2, 2019 Share Posted October 2, 2019 Yeah ty, but I'm more looking for a solution with gems AND ore ? Link to comment Share on other sites More sharing options...
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