Jump to content

fudge

Members
  • Content count

    5
  • Joined

  • Last visited

Community Reputation

0 Neutral

About fudge

  • Rank
    Recruit
  1. fudge

    Rank.ini

    I'm currently creating a mod to enhance the ranks for my own amusement, using real sounding ranks, starting where the infantry ranks finish off. My rank.ini file, (which was created by tibed but also extracted so I could doublecheck it outside of tibed), is fine if I remove all the ranks I've added and just leave changes to the basic starting ranks but otherwise it crashes and the game complains it is a problem with my rank 6. This is my rank.ini file ; ////////////////////////////////////////////////////////////////////////////// ; FILE: Rank.ini (SYSTEM) //////////////////////////////////////////////////// ; ////////////////////////////////////////////////////////////////////////////// Rank 1 RankName = INI:RankLevel1 SkillPointsNeeded = 0 SciencesGranted = SCIENCE_Rank1 SciencePurchasePointsGranted = 3 End Rank 2 RankName = INI:RankLevel2 SkillPointsNeeded = 50 SciencesGranted = SCIENCE_Rank2 SciencePurchasePointsGranted = 1 End Rank 3 RankName = INI:RankLevel3 SkillPointsNeeded = 100 SciencesGranted = SCIENCE_Rank3 SciencePurchasePointsGranted = 1 End Rank 4 RankName = INI:RankLevel4 SkillPointsNeeded = 100 SciencesGranted = SCIENCE_Rank4 SciencePurchasePointsGranted = 1 End Rank 5 RankName = INI:RankLevel5 SkillPointsNeeded = 175 SciencesGranted = SCIENCE_Rank5 SciencePurchasePointsGranted = 1 End Rank 6 Rankname = INI:RankLevel6 SciencesGranted = SCIENCE_Rank6 SciencePurchasePointsGranted = 1 SkillPointsNeeded = 275 End Rank 7 Rankname = INI:RankLevel7 SciencesGranted = SCIENCE_Rank7 SciencePurchasePointsGranted = 1 SkillPointsNeeded = 400 End Rank 8 Rankname = INI:RankLevel8 SciencesGranted = SCIENCE_Rank8 SciencePurchasePointsGranted = 2 SkillPointsNeeded = 550 End Rank 9 Rankname = INI:RankLevel9 SciencesGranted = Science_Rank9 SciencePurchasePointsGranted = 15 SkillPointsNeeded = 725 End Rank 10 Rankname = INI:RankLevel10 SciencesGranted = Science_Rank10 SciencePurchasePointsGranted = 3 SkillPointsNeeded = 925 End Rank 11 Rankname = INI:RankLevel11 SciencesGranted = Science_Rank11 SciencePurchasePointsGranted = 4 SkillPointsNeeded = 1100 End Rank 12 Rankname = INI:RankLevel12 SciencesGranted = Science_Rank12 SciencePurchasePointsGranted = 5 SkillPointsNeeded = 1500 End Rank 13 Rankname = INI:RankLevel13 SciencesGranted = Science_Rank13 SciencePurchasePointsGranted = 6 SkillPointsNeeded = 3000 End Rank 14 Rankname = INI:RankLevel14 SciencesGranted = Science_Rank14 SciencePurchasePointsGranted = 7 SkillPointsNeeded = 4500 End Rank 15 Rankname = INI:RankLevel15 SciencesGranted = Science_Rank15 SciencePurchasePointsGranted = 9 SkillPointsNeeded = 6000 End Rank 16 Rankname = INI:RankLevel16 SciencesGranted = Science_Rank16 SciencePurchasePointsGranted = 10 SkillPointsNeeded = 7500 End Rank 17 Rankname = INI:RankLevel17 SciencesGranted = Science_Rank17 SciencePurchasePointsGranted = 20 SkillPointsNeeded = 10000 End I was wondering if anyone could shed some light on the problem. Oh and I have created the new strings and sciences, I get no complaints about them if rank.ini is present or not, oh and dont worry about the high points, I've changed the science costs. Oh and Im suffering slowdowns with tibed, but thats probaly because Im using the unregestered version. after I access a certain number of keys, I think its about 6 the switch between them slows down, and I dont think its my system (2 gig of ram and a quad 2.4)
  2. Doesn't anyone know how to make this work?
  3. fudge

    I just realized something...

    Well unluckily Bush and His Tonyness are best of friends. So Things like this are likely to happen frequently.
  4. Just a heads up here I am currently Just trying to make a mod involing shrowd generators for generals but it appears the Behavior = ActiveShroudUpgrade ModuleTag_XX TriggeredBy = XXXXXXXXXXXXXXXXXX NewShroudRange = XX End is not supported by tibed as I have to edit externaly and selecting the module internaly crashes tibed Thanks in advance On a side note Has anyone actualy got this to work and how? as when I use it nothing happens when the required research is done!
  5. Hi I have been rather ambituos in my attempts to make a gap generator for zero hour. I have added a new upgrade to the internet center Satallite Hack 3. this upgrade is entened to cause the internet center to start produceing shroud arround itself. It is also supposed to add the ability to switch on a smaller generator on listening outposts. I have done this to accive this on the standard china one: Behavior = CommandSetUpgrade ModuleTag_96 CommandSet = ChinaListeningOutpostComandSet_SO TriggeredBy = Upgrade_ChinaSatelliteHack3 End Behavior = CommandSetUpgrade ModuleTag_97 CommandSet = ChinaListeningOutpostComandSet_SO TriggeredBy = ShroudOff RemovesUpgrades = ShroudOn End Behavior = CommandSetUpgrade ModuleTag_98 CommandSet = ChinaListeningOutpostComandSet_SON TriggeredBy = ShroudOn RemovesUpgrades = ShroudOff End The First one is what I want to happen when the upgrade is purchaced. The second and third ones are switches that turn it on and off. the only problem is that the game crashes the moment the war factory doors open to make one. Anyone got any idea whats going on
×