here is all methods to speed up the game or prevent build superweapons building , but still speical powers is a problems and they are so strong and cant find script to disable some super powers
1- for speed up the game ( i do not recommanded this method the game will be super fast and bad experiance
download Wagnerma.de
and by this software open misc file from redhistory files and select gamedata.ini press control+F for search and type FPS you will find this line
UseFPSLimit = Yes
change it to NO
by the way changing the second line not effected it may effected if you limit your fps from nvidia control panel
in the end make sure you backup your miscfile and make another copy for open fps and include it into your config.txt file or .skudef if you run the mod from documents
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second method to speed up the game i recommanded it for multiplayer its not a speed up its just for speed x2 build time only by
open same file
GameData.ini
and replace these lines if you want make it slower build time , just change handicap option from game menu while you select map
;;; START MULTIPLAYER TUNING FACTORS ;;;
;;; 1player 2player 3player 4player 5player 6player 7player 8player
;; More is more. 1.0 is default. 1.5 is 50% more.
MultiPlayMoneyMult = MP1:2.0 MP2:2.0 MP3:2.0 MP4:2.0 MP5:2.0 MP6:2.0 MP7:2.0 MP8:2.0
MultiPlayUnitXPMult = MP1:2.0 MP2:2.0 MP3:2.0 MP4:2.0 MP5:2.0 MP6:2.0 MP7:2.0 MP8:2.0
MultiPlayBuildingXPMult = MP1:1.0 MP2:1.0 MP3:1.0 MP4:1.0 MP5:1.0 MP6:1.0 MP7:1.0 MP8:1.0
;; Less is faster. 1.0 is default speed. 0.5 is half the build time
MultiPlayUnitSpeedMult = MP1:0.5 MP2:0.5 MP3:0.5 MP4:0.5 MP5:0.5 MP6:0.5 MP7:0.5 MP8:0.5
MultiPlayBuildingSpeedMult = MP1:0.4 MP2:0.4 MP3:0.4 MP4:0.4 MP5:0.4 MP6:0.4 MP7:0.4 MP8:0.4
;;; END MULTIPLAYER TUNING FACTORS ;;;
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third method
open misc file
data\scripts\scripts.lua
and add this line you can change the vlaue 2.9 for more or less,anyway there a problem in this method , the AI repair buildings fast so you cant destroy AI buildings i dont know how to fix this issue as i said all speedup option caused issue but speed x2 build the best
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-----------------------------------------CUSTOM CODE SECTION---------------------------------------------------
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-- function DisableSuperweapons()
-- setcallhook()
-- local Superweapons = {"GDIIonCannonControl", "SteelTalonsIonCannonControl", "ZOCOMIonCannonControl", "NODTempleOfNOD",
-- "BlackHandTempleOfNOD", "MarkedOfKaneTempleOfNOD","AlienRiftGenerator", "Reaper17RiftGenerator","Traveler59RiftGenerator"}
-- for i=1,getn(Superweapons),1 do ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", Superweapons[i], 2) end
-- end
-- setcallhook(DisableSuperweapons)
function GenericCrateSpawner(self)
PreloadLUAScript()
end
function PreloadLUAScript()
if rename("scripts.lua","scripts.lua") then
dofile("scripts.lua")
ExecuteAction("DISPLAY_TEXT", "MESSAGE:ExternalLUAScriptsLoaded")
end
end
SuperweaponPreventer_Init = false
function NoSuperweaponsOption(self)
if not SuperweaponPreventer_Init then
SuperweaponPreventer_Init = true
SuperweaponsBuildability("NO")
SpawnSuperweaponPreventerDummy(self)
end
end
function SuperweaponsBuildability(what)
local BUILDABILITY_TYPE = {["YES"]=0, ["IGNORE_PREREQUISITES"]=1, ["NO"]=2, ["ONLY_BY_AI"]=3}
ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "GDIIonCannonControl", BUILDABILITY_TYPE[what])
ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "SteelTalonsIonCannonControl", BUILDABILITY_TYPE[what])
ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "ZOCOMIonCannonControl", BUILDABILITY_TYPE[what])
ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "NODTempleOfNOD", BUILDABILITY_TYPE[what])
ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "BlackHandTempleOfNOD", BUILDABILITY_TYPE[what])
ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "MarkedOfKaneTempleOfNOD", BUILDABILITY_TYPE[what])
ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "AlienRiftGenerator", BUILDABILITY_TYPE[what])
ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "Reaper17RiftGenerator", BUILDABILITY_TYPE[what])
ExecuteAction("TECHTREE_MODIFY_BUILDABILITY_OBJECT", "Traveler59RiftGenerator", BUILDABILITY_TYPE[what])
end
function SpawnSuperweaponPreventerDummy(self)
for i=1,8,1 do
ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT", "SuperweaponPreventerDummy", "Player_" .. tostring(i) .. "/teamPlayer_" .. tostring(i), "Player_" .. tostring(i) .. "_Start")
ExecuteAction("CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT", "SuperweaponPreventerDummy", "Player_" .. tostring(i) .. "/defaultSkirmishTeamPlayer_" .. tostring(i), "Player_" .. tostring(i) .. "_Start")
--ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", "SuperweaponPreventerDummy_" .. i, "SuperweaponPreventerDummy", "Player_" .. i .. "/teamPlayer_" .. i, "((0.00,0.00,0.00))", 0)
end
end
function GetValidTeamList()
local TeamList={
"Player_1/teamPlayer_1",
"Player_2/teamPlayer_2",
"Player_3/teamPlayer_3",
"Player_4/teamPlayer_4",
"Player_5/teamPlayer_5",
"Player_6/teamPlayer_6",
"Player_7/teamPlayer_7",
"Player_8/teamPlayer_8",
"Player_1/defaultSkirmishTeamPlayer_1",
"Player_2/defaultSkirmishTeamPlayer_2",
"Player_3/defaultSkirmishTeamPlayer_3",
"Player_4/defaultSkirmishTeamPlayer_4",
"Player_5/defaultSkirmishTeamPlayer_5",
"Player_6/defaultSkirmishTeamPlayer_6",
"Player_7/defaultSkirmishTeamPlayer_7",
"Player_8/defaultSkirmishTeamPlayer_8",
--"/team", --NeutralTeam
--"PlyrCivilian/teamPlyrCivilian",
--"PlyrCreeps/teamPlyrCreeps",
--"ReplayObserver/teamReplayObserver",
}
local ValidTeamList = {}
for i=1,getn(TeamList),1 do
local TempUnitRef = "UNITREF_" .. tostring(GetRandomNumber())
ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", TempUnitRef, "GDIHarvester", TeamList[i], "((0.00,0.00,0.00))", 0)
if EvaluateCondition("NAMED_NOT_DESTROYED", TempUnitRef) then tinsert(ValidTeamList, TeamList[i]) end --EvaluateCondition("TEAM_DESTROYED", TeamList[i])
ExecuteAction("NAMED_DELETE", TempUnitRef)
end
return ValidTeamList
end
SlowDownGame50PercentDummy_SpawnState = false
function SpawnSlowDownGame50PercentDummy(self)
if not SlowDownGame50PercentDummy_SpawnState then
SlowDownGame50PercentDummy_SpawnState = true
ExecuteAction("UNIT_SPAWN_NAMED_LOCATION_ORIENTATION", "UNITREF_SlowDownGame50PercentDummy", "SlowDownGame50PercentDummy", "/team", "((0.00,0.00,0.00))", 0)
ExecuteAction("MAP_CHANGE_CLOUD_SPEED", 50)
--ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", "/team", "FPS_SCRIPT", 1)
ExecuteAction("CAMERA_SET_DEFAULT", 0.00, 0.00, 1000)
end
end
function HandleFPSAndGameSpeed()
local CUSTOM_FPS=60
local NORMAL_FPS=60
ExecuteAction("SET_FPS_LIMIT", CUSTOM_FPS)
ExecuteAction("SET_VISUAL_SPEED_MULTIPLIER", NORMAL_FPS/CUSTOM_FPS)
ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", 5)
ExecuteAction("MAP_CHANGE_CLOUD_SPEED", 100)
ExecuteAction("CAMERA_SET_DEFAULT", 3.00, 0.00 , Camera_Max_Zoomable_Height)
ExecuteAction("ENABLE_SCRIPT", "FPS_SCRIPT")
ExecuteAction("TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING", "/team", "FPS_SCRIPT", 1) --is working, uses a map script from a library map
end
function EnableOptions()
setcallhook()
ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", 3.0, 1, 1, 1)
ExecuteAction("LOCK_CAMERA_ZOOM", 1, 1, 1)
ExecuteAction("CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER", 2.9)
ExecuteAction("CAMERA_SET_DEFAULT", 10.9, 10.00, 2.9050)
ExecuteAction("PITCH_CAMERA",37.5, 1, 1, 1)
end
setcallhook(EnableOptions)
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make sure click "quick save" for everytime you edit anything and backup your misc file
for add more colors to the mod you can use this method Moddb.com
for disable build superweapons you can use these codes into your scrips.lua file
Moddb.com
for add more stuff to the mod you can check this method Moddb.com
but you need to replace your override.xml into your all custom maps to apply these changing
i still want change sink delay for building , but i cant cause i dont have source code also changing cannot applyed into override.xml for sink delay features
===================================
to play from good angle view change this lines from gamedata.ini to
DefaultCameraPitchAngle = 55 ;changed
==========================================
to add weathers to your maps
add these lines to overrides.xml into your map files but you may need complie your map after that by buildmap.bat from SDK folder
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type="all" source="ART:TSCloudMed.xml" />
<Include type="instance" source="ART:EXDarkCloudA.xml" />
<Include type="instance" source="ART:EXDarkCloudC.xml" />
<Include type="instance" source="ART:darkcloudalpha_256.xml" />
<Include type="instance" source="ART:diffusecloud.xml" />
</Includes>
<Weather id="Weather">
<Rain RainTexture="FXRainDrop" IsRaining="true" NumRaindropsPerBox="14524" RainBoxWidth="5500.0" RainBoxLength="5500.0" RainBoxHeight="300.0" MinWidth="2" MaxWidth="7" MinHeight="25.0" MaxHeight="100.0" MinSpeed="250.0" MaxSpeed="450.0" MinAlpha=".2" MaxAlpha=".5" WindStrength="1.0" />
<Lightning LightningEnabled="true" LightningDuration="30" LightningChance="0.8">
<LightningFactor Type="UNIFORM" Low="0.5" High="3.0" />
</Lightning>
<Spell SpellEnabled="true" SpellDuration="200" />
<Cloud>
<CloudTextureSize x="660.0" y="660.0" />
<CloudOffsetPerSecond x="-.03" y="-.02" />
</Cloud>
<WeatherData id="CLOUDYRAINY" HasLightning="true" />
</Weather>
<Environment id="Environment">
<CloudEffect CloudTexture="exdarkclouda" DarkCloudTexture="exdarkcloudc" AlphaTexture="darkcloudalpha_256" PropagateSpeed="0.060" Angle="-30" DarkeningRate="300" LighteningRate="100" CloudScrollSpeed="3.0" DissipateTexture="diffusecloud" DissipateStartLevel="2.0" DissipateSpeed="15.0" DissipateRateScale="0.3" LightningShadows="true" JitterLightningLightIntensity="true" JitterLightningLightPosition="true" LightningChance="0.005" LightningFrequency="0.1" LightningShadowIntensity="0.6" LightningFX="FX_LightningThunderStrike">
<DarkeningFactor R="100" G="100" B="30" />
<DarkeningFactorRain R="255" G="255" B="255" />
<LightningShadowColor R="255" G="255" B="255" />
<LightningLightPosition1 x="25" y="100" />
<LightningLightPosition2 x="27" y="113" />
<LightningLightPosition3 x="25" y="126" />
<LightningIntensity Type="UNIFORM" Low="0.9" High="0.9" />
<LightningDuration Type="UNIFORM" Low="90" High="90" />
</CloudEffect>
</Environment>
<ShadowMap id="ShadowMap" MapSize="6024" MaxViewDistance="1500.0" MinShadowedTerrainHeight="0.0" />
</AssetDeclaration>
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Tags />
<Includes />
<Weather id="Weather">
<Rain RainTexture="EXSnowFlake1" IsRaining="true" NumRaindropsPerBox="17024" RainBoxWidth="1000.0" RainBoxLength="1000.0" RainBoxHeight="700.0" MinWidth="3" MaxWidth="4" MinHeight="3" MaxHeight="4" MinSpeed="10.0" MaxSpeed="30.0" MinAlpha=".5" MaxAlpha=".9" WindStrength="3.0" />
</Weather>
<ShadowMap id="ShadowMap" MapSize="1024" MaxViewDistance="1500.0" MinShadowedTerrainHeight="0.0" />
</AssetDeclaration>
you can get more information about weather or snow weather from here
Forums.cncnz.com
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the only way to add more features to this mod by get source codes mods or edit your maps and edit your override.xml into your map
the simple edit for redhistory mod is as some features as started units example openpowerstore to open new stuff as speical powes abilities panel for
PlayerTemplate.ini into misc file
GDIPowerStore
NODPowerStore
ALIENPowerStore
check here for other started units
Moddb.com
in the end to fix out of sync or crash to desktop issue while play LAN or online or load save game or want enhanced graphics map or add KW game maps you need
to add Tactus mod into your redhistory mod by only add it to your .skudef file like this
add-big RedHistory_8.04_Streams.big
add-big RedHistory_8.04_Misc.big
add-big TacitusA_0.58_Misc.big
add-big TacitusA_0.58_Streams.big
also you can add more mods into redhistory before these lines like powerstore , started units , more colors or new units into your custom maps folder overrides.xml
Edited by: nerozzero