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is there difference between the 3 ore mines available in FinalAlert


MapDesigner

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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? :S

Edited by MapDesigner
I forgot to greet the community :(
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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? :S

Modding Discussion section.

 

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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.

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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

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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 :D.

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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 :D.

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.

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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 :D.

Edited by fir3w0rx
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  • 1 month later...
  • 8 months later...
3 hours ago, MapDesigner 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

Edited by FReQuEnZy
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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

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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.

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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?

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  • 4 weeks later...

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 :S

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 by MapDesigner
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  • 1 year later...
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 :S

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 by Tutankhamun
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