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Prodigy

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Everything posted by Prodigy

  1. yeah i know that but i thought there might be some new animations.
  2. Thats kinda interesting but i dont see any differences between the animations.
  3. Without definitions to edit AI theres no chance of adding your units & structures to the AI..
  4. now you take the 2nd one (E27A8370) and convert it from hex to dec and you'll get "3799679856", thats the one you need. the stringhashes.xml should be compiled automatically if its in the Data folder (next to Static.xml), otherwise you need to change the batch file for compiling the stringhashes.xml separately without putting it into your mod's BIG file.
  5. it goes like this: <StringAndHash Hash="2182905846" <---- Hash value of "GDIBulldog" Text="GDIBulldog" /> <---- Name of Unit/Structure/etc. after adding this to the stringhashes.xml you'll be able to save the unit in WB
  6. Prodigy

    New Tiberium

    these are the tiberium types i use in my mod.
  7. And what about your 93 other nick names? =D Edit: @egozi actually bibbers name is based on something else. Don't know if he will tell.
  8. iirc there were assets for a red light district. maybe that naked one was supposed to be the model for the districts girls...
  9. did you apply the 2gb+ patch?
  10. Indeed, thats possible. But if the collisionbox is missing it won't work codewise.
  11. I guess it's not their fault if people re-upload every random version ever available of wrathed. Also megumi is working on WEd2 so why should they care about a stable version of wed1.7 or 1.8? Atm nearly everything is possible with the available versions, i did not encounter any really disturbing errors or bugs so far. Lets just be thankful that KW modding is even possible. Peace, i'm out.
  12. You don't have to Name them, you can select the player_start stuff from the dropdown menu in the options window.
  13. It seems that you forgot about adding player start positions. Add waypoints and change them into player1_start, player2_start etc...
  14. well, as long as he just wants to change the basic stuff like buildcost and buildtime it shouldn't be a problem starting with KW. @davdav you have to open the 1.2.skudef file inside of your KW install directory with wrathed (Open Skudef), select static and you can see all xml files of the game. you can change the filter to "GameObject", that way you can see gameobject.xml files only. those are the files where everything you need is located (buildcost, buildtime etc) copy the content of a xml file viewed in WrathEd, create new xml file, paste it, edit it & save it. check the sample mod to compare file structure..
  15. Prodigy

    Brutal AI mod

    and how about now?
  16. you should check the documentation folder inside the wrathed package.
  17. Prodigy

    Brutal AI mod

    They won't even be compiled without the definitions though.
  18. Prodigy

    Brutal AI mod

    Skirmish AI > Personalities > (example) AlienDefensive.xml search for this line: <ResourceMultiplierCheat Percentage="200%" Difficulty="BRUTAL"/> the percentage of 200 indicates the amount of gathered ressources, you need to apply the changes for every AI personality, but i'm sure its self-explaining
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