A fanmade add-on for Mini Mod V3 which enables compatibility with Generals Challenge and fixes small bugs in the code.
This add-on requires Mini Mod Version 3 and is not compatible with other versions of MiniMod.
You weren't expecting an update for this old mod, were you? This is a fan-made addition to Mini Mod which fixes some bugs and enables compatibility with the Generals Challenge.
Installation Instructions: Place 0Mini_ModV3.1_Patch.big in the same folder as the main Mini Mod big file.
Changes so far:
- Enabled compatibility with Generals Challenge
- Fixed toolbars
- United Nations
- Buggy CommandSet given transport slots
- Amtrack's transport slots now matches CommandSet
- North Korea
- Swan works like a transport again, load it up and make your own paradrops
- BMP is amphibious
- BMP and Trike CommandSets given transport slots
- Anti-Tank can hit aircraft properly
- African Union
- Scout actually detects stealth like it should
- Scout is stealthed when not moving, attacking or capturing
- F5 uses the unused air-to-air weapon in its commandset
- Detatchment Alpha
- Orion has EMP_HARDENED KindOf and provides radar
- Orion and MCV have Point-Defense Lasers
- Excalibur hits ballistic missiles
- MCV automatically delivers supplies when full, then returns to harvest autonomously
- MCV is amphibious
- Orion and CSP can detect stealthed units
I've also added a second patch that makes things easier for the Mini Mod factions to go against the main Zero Hour factions, as they are hindered by their "normal costs" and small size. Otherwise you wouln'd be able to last against Granger. Mini Mod units seem balanced against each other but they fold quickly against their larger counterparts. Which kinda makes sense since in the Mini perspective, the Zero Hour infantry and tanks are gigantic.
Instructions for second patch: Place 0Mini_ModV3.1_Discount.big in the same folder as the main Patch
Changes for Discount patch:
- 50% price reduction for all Mini Mod units and buildings
- All Mini Mod tech buildings (FOB, Detention Camp, Compound) provide secondary income
- Mini Mod tech buildings don't have a build limit
- North Korea Stonehenge has a build limit of 8 (like the original array in Ace Combat)
- African Union Rocketstorm no longer has a build limit and has unlimited range
- New power requirements for Detatchment Alpha units:
- Clone: 2
- MCV: 4
- Excalibur: 8
- Orion 16