Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod

Forum Thread
  Posts  
SC2 MOD question (Games : Supreme Commander 2 : Mods : Revamp Expansion Mod (RVE) : Forum : Mod Feedback and Support : SC2 MOD question) Locked
Thread Options
Jun 24 2014 Anchor

I have been looking, with difficulty, on MODDB for the best location to place this question... I settled here because it seems the knowledge on HOW probably exists within these virtual walls. :) I am looking for a way to eliminate just a few of the MAJOR experimentals from the game so the AI player cannot use them. I find when expermintals are off I get to enjoy a more unit rich war! However I also want to use some of the minor experimentals for a little extra difficult defending their base attacks at range. I would think this ability, of object based as the script files look, would be doable but have not seen any walk through on this type of change.
B8

Jul 29 2014 Anchor

Hello. Sorry, I don't look through the forums too often...

To do that, you'll want to go into the AI factorybuilders files (which can be found under '/mods/DLC1' in z_unitport.scd (if you're using UP) or in z_lua_DLC1.scd OR in bp.scd (in that order). To remove a unit from the AI, just find what table it's ID is in (for example, uul0101 is the rock head) and remove it (or dash it out, using --'s).

Be careful with the AI, though...things can get messy.

--

Image and video hosting by TinyPic

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.