I am mostly a solo player. Does this mod work with AI?
I am mostly a solo player. Does this mod work with AI?
I am trying to prevent a faction from building certain units. In the past, I would make a script for the map that makes the unit not buildable. However, when I do this all AI stop working.
Is there another way to do it? I tried going into !!!TEOD-096-INI.big and changing values so that the units should not be available, but the units get built anyway.
Any tips?
Hi Alexei, I have a small suggestion: an option to show range for artillery/missile units (like MLRS, Smerch, Topol, etc). It would be really nice to see the range to better plan your attack/defense. Rise of the Reds mod has an option for this for artillery units. Just a button in the commandset for a unit that shows a visible circle for the min and max range. Thanks! Keep up the amazing work, your mod is the best for Generals.
Hey, thanks for the response. I do have a gamedata.ini file there. I use it for adjusting the resolution and maxcameraheight (i play in 3440x1440p). Can I just pull the gamedata.ini file from the mod using FinalBig editor for this?
Loving the mod as always! Definitely my favorite mod. Two things:
1. USAF Carpet Bomb power feels weak, especially for something so slow moving and easy to shoot down. Doesn't do much to structures.
2. Heavy AA does not fire for me. I have it deployed in range of a deployed radar truck. It worked in 0.96 but not in 0.97. Any idea what it could be?
Oh and biggest request - ability to build walls, if possible. Just a simple concrete wall like in the old Red Alert games.
Thank you as always for keeping Generals alive for me after 18 years (I've been playing since launch). Lots of mods but yours is the best! Love the authenticity with units and structures.
If you go to My Documents > Command and Conquer Generals Zero Hour Data there should be a filed called "Skirmish.ini". Open it, and line 6 says "StartingCash = 40000". Change it to whatever you want, though I'm not sure what the max is. I know "999999" works. Then launch the game, but DO NOT adjust the starting cash amount in game or it will reset.
Ah, that is kind of unfortunate, as I like to make a good defense and use the Air Force to attack, or Marine sub faction to fight back with artillery. Unfortunately, my firebases keep getting cleared out instantly when GLA attacks. Thank you for the reply.
Is it possible to edit the files to make it a default upgrade at the Strategy Center for myself?
What happened to the Chem Suit upgrade for USA? I remember it being there in 0.94, and then I came back to play the newest version after awhile, and it's not there anymore. Was it removed in 0.95? It's pretty irritating to fight against GLA because without the chem suit upgrade, my garrisoned troops are hopeless.
Otherwise, I'm really enjoying the continued work you're putting in, Alexei. By far my favorite mod for any C&C game!
I am unable to start the game, as I get a Techinical Difficutly error upon launch. I installed RotR 1.85, then updated to 1.86. After that, I copied the files for this to the main directory. I have also tried with teh 1.87 version.
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Release Crash at Thu Feb 13 13:06:32 2020
; Reason Error parsing INI file 'Data\INI\Object\america\aircraft\b52bomber.ini' (Line: 'Object Armor_AmericaJetB52 ')
Last error:
Current stack:
--------
I tried looking at the file with FinalBig, but I'm not experienced enough to find the issue. I also extracted the INI and scanned it with INIChecker, but it didn't show issues.
Having a strange issue that didn't start until my second game. When I build a power plant, I get low power and my power is always at 0. No matter how many plants I have, I always have low power, even with no other buildings except for the starting Command Center and Power Plant. I've tried USA and USA Superweapon General.
Anyone have this happen before?
I used FinalBig to extract the INI files needed from the 0TEOD-094INI.big file. Once extracted, I edited them according to the tutorial and then placed in them in \Data\INI and \Data\INI\Objects. I downloaded INI Checker 3.1, but it gives me like thousands of lines of stuff that says missing, and I'm not sure what to make of it. Seems like most of the missing stuff relates to new things implemented by the mod, and the generals.csf file, which I did put in \Data\English. I didn't edit anything in that file, though. The guide didn't mention needing to do that.
I just checked ReleaseCrashInfo.txt, and this is what is says:
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Release Crash at Thu Jan 23 16:06:21 2020
; Reason Error parsing INI file 'Data\INI\CommandSet.ini' (Line: 'CommandSet ChinaCommandCenterCommandSet ')
Last error:
Current stack:
------
I then checked that line inside the file, and I don't see anything that looks wrong. I also never changed anything in that block of code. Here's what it looks like:
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CommandSet ChinaCommandCenterCommandSet
1 = Command_ConstructChinaDozer
2 = Command_UpgradeChinaRadar
3 = Command_ConstructChinaNotAIVehicleListeningOutpost
4 = Command_ConstructChinaVehicleWolf
5 = Command_ClusterMines
6 = Command_ConstructChinaVehiclehackerOutpost
7 = Command_CashHack
8 = Command_ArtilleryBarrage
9 = Command_ChinaCarpetBomb
10 = Command_EMPPulse
12 = Command_Frenzy
12 = Command_UpgradeChinaMines
13 = Command_SetRallyPoint
14 = Command_DestroyBuilding
18 = Command_ConstructChinaVehicleListeningOutpost
End
------------
Does anything appear off?
EDIT: I noticed there were two 12's, so I changed the first 12 to an 11, but still the same issue. I also tried capitalizing the 'H' in hacker for #6, still crashes on boot with the same error.
So I'm trying to edit this mod to do a few things, such as give factions powers from another faction. This is just for myself and I am not planning on redistributing this mod. I just play by myself against AI.
I have followed the tutorial on CnCLabs that walks you through giving China's Artillery Barrage to GLA, except I gave it to USA. I followed the guide exactly, but when I went to test it, the game crashes immediately for Technical Difficulties.
I edited the INI for the mod, not the INIZH.big file. I compared the INIZH.big file to 0TEOD-094INI.big, which looks to be like a copy of INIZH but with the changes for the mod made, thus being the reason I decided to edit 0TEOD-094INI instead of INIZH.
Should I have done all this in the INIZH file? Or is there something else I have to change? Or does the mod not work if it's detected it's been edited, perhaps?
Thank you in advance.
100% agreed, this is definitely my favorite mod. Love the realism it brings - it's exactly what I was looking for when browsing mods for Generals.
Not sure if there are active lobbies for it, but I played this mod a few days ago with a friend using GameRanger. I'd be down to play if you would like. I mostly enjoy some sort of coop vs AI or a 2v1 or 2v2. I like to have one person control ground forces and another provide air support.
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