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Guest Shadowmint _Unlogged

Total conversion...

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Guest Shadowmint _Unlogged

I just got this game (just C&C generals, not zero hour).

Looking around I've seen some pretty decent stuff, and

I'm looking into getting some mod action happening here.

 

I've just had a very brief look at the file structure...

 

If I edit PlayerTemplate.ini, and remove all the factions,

and add a custom faction can I safely (ie. no game crash)

remove all existing units and building and start an entirely

fresh game data set?

 

If I want to do that, any pointers on what other stuff

(dependencies of some type) I'm going to have to fix

to get that to work?

 

Or do I have to always keep the existing factions and

just add new ones...? (/ replace existing ones)

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My suggestion, just add a new faction rather than completely remove the original faction. But, if you really intended to make a TC, then you should change all the content of the INIs and create an enitrely new INIs.

 

It's not enough if you just change the PlayerTempelate.INI. You will need to change the unit side, special power, command button, etc. Since you just bought General, I suggest you to play it until you finished it first, then start moddificating the INI bit by bit. It needs great dedication and potential to mod games.

 

I already tried to add a new faction for China, China Dragon General. It took me hours to finish it. Adding new cameo, new command button, new special powers, etc. It's a hard work, but I like moding Zero Hour.

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Yokai!

 

Actually what I was after was a "blank slate" test environment that could be used for modders to test new things / use to make mods with.

 

Ideally, it would come as a .BIG file template that was ready-to-go, and just needed files to be added, along with a tutorial on how to mod generals: since basically those two things presently don't exist...

 

(TibEdit not withstanding, and a good piece in its own right.)

 

Anyway. I'll return. Happily playing the game for now... ^_^

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