trunkskgb 0 Posted December 19, 2011 Anyone know of a good mod that is compatible with the single player missions? I usually play with Eagle Red and I can only do the Soviet missions. The first Allied mission messes up. Your objectives are to capture power plants to power the time machine. Well, once I do capture them all, and I kill all of Yuri's units, nothing else happens. I think Tanya is supposed to arrive, but she never does. Any suggestions? Share this post Link to post
Nmenth 291 Posted December 19, 2011 If you use Launch Base, you can play the unmodded game whenever you want, and then go right back to your mods whenever you want too. Share this post Link to post
Plok 327 Posted December 20, 2011 ...assuming that the mod is Launchbase compatible Share this post Link to post
Nmenth 291 Posted December 20, 2011 If so, then you run the mod outside of Launch Base, but Launch Base can run the unmodded game even when you have extra junk in your RA2 folder. Share this post Link to post
trunkskgb 0 Posted December 20, 2011 What I meant was, being able to run through the missions using the Modifications. Share this post Link to post
Plok 327 Posted December 20, 2011 That depends on the mod. Some most mods do changes that conflict with mission coding, rendering certain objectives impossible. I remember CannisRules and MooMan's Rules working with the campaigns, but the new units didn't appear Share this post Link to post
Nmenth 291 Posted December 20, 2011 It is quite difficult making a mod compatible with the missions, I doubt very many exist. I think the missions brake if you add anything new. So that pretty much limits you to only tweaking what already exists. Share this post Link to post
Plok 327 Posted December 20, 2011 I think the missions brake if you add anything new. So that pretty much limits you to only tweaking what already exists. No. They break if you edit an existing value beyond limits of functionality. Simply adding new things can't affect the missions as they don't read the new data (e.g. I should have had like 20 different Soviet tanks when playing Mooman's Rules, but I only had the stock ones with changed cameos). Share this post Link to post
Nmenth 291 Posted December 20, 2011 I could be wrong here, as I'm certainly no expert on mission modding, however, it is my understanding that the campaigns do read the new data because they look at the data in a very odd way. They read the information backward, meaning they read everything new first. Then if you added one new building, all previous buildings are offset by 1. Thus, Tech Power Plants don't exist in the first mission (as far as the game is concerned), you can't capture them, you can't complete the objective. Share this post Link to post
Doctor Destiny 41 Posted December 20, 2011 It is quite difficult making a mod compatible with the missions, I doubt very many exist. It's actually easy to do, but takes a quick few steps to finish. Share this post Link to post
trunkskgb 0 Posted December 21, 2011 It's just frustrating because when I did the missions for Red Alert 2, I wanted to try something new, so I installed the Aftermath mod. It was fully compatible with the missions. I then moved onto Yuri's Revenge where I have always used the Eagle Red mod for as long as I can remember. The Soviets missions work fine, but not the Allied. To make things worse, I have played those missions with Eagle Red ALONG time ago, but I forget how the hell I did it lol. Share this post Link to post
Doctor Destiny 41 Posted December 21, 2011 Assuming Eagle didn't write any AI scripts referencing his buildings, you can probably yank the rules file and apply the fix yourself. It's remarkably easy. Read here. Share this post Link to post