Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod
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SC2 MOD question | Locked | |
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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. |
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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. |
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