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LJ-38M

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About LJ-38M

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    Recruit
  • Birthday 27/11/1983

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  • Location
    Lisbon, Portugal
  • Interests
    Far too many to mention briefly. ;)
  1. Hi, everyone. It's been a while since I've done any of my amateur modding, but I'm getting back to it... I more or less know my way around TibEd and this time I'm challenging myself with Emperor: Battle For Dune, to significantly alter the dynamics of the game by increasing the capabilities and deadliness of all units and stationary weapons. I am even trying to figure out a way to add my own sound effects; for example, making the sniper rifle more audible. But first things first: right now I have a few doubts about veterancy. With the current TibEd version, editing the unit veterancy parameters is only possible manually. Here's an example of the code I'm about to try: it's for the Harkonnen Light Infantry. VeterancyLevel = 4 ExtraDamage = 25 ExtraRange = 25 ExtraArmour = 25 TurnRate=0.225 ViewRange = 12 Health=525 VeterancyLevel = 12 ExtraDamage = 25 ExtraRange = 25 ExtraArmour = 25 TurnRate=0.25 ViewRange = 13 Health=575 VeterancyLevel = 18 ExtraDamage = 25 ExtraRange = 25 ExtraArmour = 25 TurnRate=0.275 ViewRange = 14 Health=625 Speed=6.0 CanSelfRepair = 1 So what I'm trying to do here is to make the soldier react faster by turning faster to shoot, see a bit further (basic ViewRange is 11) and get 50 extra health points (starts at 475) with each veterancy step. I also want him to run a bit faster (original Speed is 5.5) and be able to heal himself on the last level. So far so good, I think. But I would also like to gradually increase the soldier's damage, range and armour by 25% with each promotion. I figured out these "extra" values are percentages of the damage, range and armour values. So, for example, if the soldier's original damage were to be 100 points, he would have (100 * 125% =) 125 points on the first level, then (125 * 125% =) 156.25%, and then (156.25 * 125% =) 195.3125 points. Is this correct? Also, does anybody exactly how the VeterancyLevel parameter works? I'm not sure I got it. Sorry about the nerdy post but I'm an aspirant game designer and setting everything up to figure out these exact values just by testing the game might be hard work... :lol:
  2. Hey, how about this: is it possible to make the Soviet Spy Plane look like one of Boris' MiGs? (Kind of like in the original Red Alert, remember?) Increasing the speed and changing the sounds and the sidebar icon are all easy tasks, but I can't figure out how to actually make it look like a MiG on the battlefield. And there's another thing: arcing artillery weapons (Grand Cannon, Destroyer 155mm, Apocalypse 120mm, etc.) are very accurate when their target is at the same height, but when the target is on higher ground than the cannon, or when there's some elevation between the cannon and the target, the cannon always hits beyond the target. What is there to do about this? The Dreadnought missiles have a similar problem: they cruise at about the same height as a cliff, and they can't hit anything above the launching ship, and they sometimes hit past the target as well. What can I do?
  3. OK, maybe I will, one of these days. Thanks again.
  4. Hi, Fenring. Thanks for your help. I've been trying to get that thing to work and I think I finally got the hang of it. Learned lots of new stuff, actually. Gee, that's too bad. Why not? There's gotta be a way around that. In fact, there is one other thing I'd like to do, which is to increase the range of buildings occupied by GIs, conscripts and initiates. I've found what looks like the weapons used by occupied buildings (six weapons with the prefix "UC") and changed their range as I did for all the others, but it just didn't work. Occupied buildings still won't shoot at anything farther than 4 or 5 squares. Do you think this is related to the other problem of units' sight range? One last question: suppose I built a map for YR and wanted all of my changes to work on it, including the new sounds I've added. How do we do that? Would it be necessary to include all of the modified audio.bag, rulesMD.ini, etc. files with the map?
  5. Hi, people. I've been editing C&C games on my PC for some time. Currently, I'm working on RA2-YR, and I have a couple of questions I need some help with. One of the changes I've been trying to make is to improve the visual range of most units, but for some reason, it never seems to get any greater than 9 or 10 squares - which is a major problem when a lot of your weapons have been edited for a range of over 10, and you're left with no choice but to send out a few suicidal recon units ahead... The Typhoon is one example. Even with an exaggerated visual range, like 30 squares or so, it doesn't "see" anywhere near that much, only 9 or 10 squares, though the sensors can spot enemy subs at that range. What could be causing this problem? And how can I solve it? If I allow land units to cloak, will they play the same water sound as subs do? If so, how can I change it or disable it? Also, is there a way to make units such as Dreadnoughts able to fire into shroud? Is it possible to use .wav files from the PC in the game? For instance, if I want to change a weapon's report? (I also noted that some weapons play more than one file.) Since RA2 and RA2-YR are so similar, is there a safe way of duplicating changes from one game to the other, easier than manually going through each change with two open editor windows? Well, I guess that's all for now. Thanks, guys. Keep it real. 8)
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