BigBullet1606 0 Posted September 28, 2004 I really would like to kno how to make it to where i can buy oil derricks and hospital and the like what do i do??? :roll: Share this post Link to post
Cyber-Sov 0 Posted September 30, 2004 uh you can't buy oil derricks and hospitals you only can capture them with a engineer Share this post Link to post
BigBullet1606 0 Posted September 30, 2004 yea u can i just made it work im not sure how though Share this post Link to post
Cyber-Sov 0 Posted October 2, 2004 that's strange ,I never build a hospital or something like that :s Share this post Link to post
Cyber-Sov 0 Posted October 2, 2004 indeed ,I think you've downloaded a mod ,so that you can make hospitals and derricks ,but it's still strange Share this post Link to post
BigBullet1606 0 Posted October 3, 2004 no its no mod because i did it through FA2 a while back ago i just dont remember how Share this post Link to post
Luk3us 63 Posted October 3, 2004 You can add a tag to the map. Like the hospital thing then you'd change the techlevel from -1 to some like 1. Which then makes it buildable. Or something to that effect. Share this post Link to post
BigBullet1606 0 Posted October 3, 2004 well i put it on 10 does that matter Share this post Link to post
Cyber-Sov 0 Posted October 3, 2004 were can you change that .... plz mssg me or mail me Share this post Link to post
Cyborg_Commando 0 Posted October 4, 2004 oh yeah like with RA1 you could change almost everything by changing the file "rules.ini" Share this post Link to post
GeneralZ 0 Posted October 6, 2004 if you have a rules.ini, changing the tech level indicates when you'll get it. tech level 1 means you'll get it right away. above 10 is also above limits and only the moon mision uses tech 11. I'd set everything at 1. You could also change the prerequisite:that's what building you need to have to build it. Change the cost, speed, ROT(rate of turn), health, etc. to your lking. for my version, check the RA2/YR post Share this post Link to post
Cyborg_Commando 0 Posted October 6, 2004 didn't know there was such a file for RA2... but anyway if you change the settings, in the end it's not fun anymore to play the game Share this post Link to post
Doctor Destiny 40 Posted October 6, 2004 Depends on what you change. It'd be dead without mods. :| Share this post Link to post
Cyborg_Commando 0 Posted October 7, 2004 I meant with the file "rules.ini" you can change the firepower, range, damage, .... Share this post Link to post
GeneralZ 0 Posted October 7, 2004 Anyway, if someone wants to know how to make the oil derrick buildable, replace the oil derrick section with this: (If power is negative, it takes away power, postitve gives power. You can out it to 2000 and it'll give you so much power. This is the important part:<NeedsEngineer=no>) That needs to be put in [CAOILD] UIName=Name:CAOILD Name=Tech Oil Derrick TechLevel=1 Strength=2000 Insignificant=yes Nominal=yes Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry Cost=100 Points=5 Power=0 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM MaxDebris=8 MinDebris=0 ;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_OilRefineryCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=no Unsellable=no Explodes=yes DeathWeapon=OilExplosion ProduceCashStartup=1000 ; credits when captured from the Neutral house ProduceCashAmount=20 ; Amount every Delay ProduceCashDelay=100 ; Frame delay between Amounts WorkingSound=OilDerrickLoop LeaveRubble=no RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) Share this post Link to post
GeneralZ 0 Posted October 7, 2004 I think this is too long: Tech Buildings [CAOUTP] UIName=Name:CAOUTP Name=Tech Outpost TechLevel=1 Strength=2000 Insignificant=yes Nominal=yes Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry Cost=100 Points=5 Power=0 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS 6SM,DBRIS7LG,DBRIS7SM MaxDebris=10 MinDebris=0 ;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Primary=HoverMissile UnitRepair=yes IsBase=yes Turret=yes TurretAnim=OUTP TurretAnimX=-30 TurretAnimY=14 TurretAnimIsVoxel=true TurretAnimZAdjust=-140 FireAngle=0 ; hopefully horizontal Capturable=yes NeedsEngineer=no CaptureEvaEvent= EVA_RepairFacilityCaptured ;Eva (and therefore 3way split) voice to use when captured Unsellable=no NumberOfDocks=1 LeaveRubble=no NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) [CAAIRP] UIName=Name:CAAIRP Name=Tech Airport TechLevel=1 Strength=2000 Insignificant=yes Nominal=yes Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry Cost=100 Points=5 Power=0 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=0 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5 lg,Dbris4lg DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_AirfieldCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=no Unsellable=no Ammo=5 SuperWeapon=ParaDropSpecial LeaveRubble=no RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) [CAOILD] UIName=Name:CAOILD Name=Tech Oil Derrick TechLevel=1 Strength=2000 Insignificant=yes Nominal=yes Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry Cost=100 Points=5 Power=0 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM MaxDebris=8 MinDebris=0 ;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_OilRefineryCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=no Unsellable=no Explodes=yes DeathWeapon=OilExplosion ProduceCashStartup=1000 ; credits when captured from the Neutral house ProduceCashAmount=20 ; Amount every Delay ProduceCashDelay=100 ; Frame delay between Amounts WorkingSound=OilDerrickLoop LeaveRubble=no RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) [CAPOWR] UIName=Name:CAPOWR Name=Tech Civilian Power Plant TechLevel=1 Strength=1000 Insignificant=yes Nominal=yes Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry Cost=100 Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=0 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5 lg,Dbris4lg DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_TechBuildingCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=no Unsellable=no Ammo=5 ;SuperWeapon=ParaDropSpecial LeaveRubble=no Power=250 RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) [CAMACH] UIName=Name:CAMACH Name=Tech Machine Shop ;Image=CAOILD;###TEMP TechLevel=1 Strength=2000 Insignificant=yes Nominal=yes Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry Cost=100 Points=5 Power=0 Armor=concrete ;Armory=yes ;old and useless. Becoming new building MaxDebris=8 MinDebris=0 Capturable=yes CaptureEvaEvent= EVA_MachineShopCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=no Unsellable=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys LeaveRubble=no UnitsGainSelfHeal=1 ; one 'unit' of SelfHealUnitAmount per SelfHealUnitFrames RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) [CATHOSP] UIName=Name:CAHOSP Name=Tech Hospital Image=CAHOSP TechLevel=1 Strength=2000 Insignificant=yes Nominal=yes Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry Cost=100 Points=5 Power=0 Armor=concrete ;Hospital=yes ;gs old TS way Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=6 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9 lg,Dbris10lg,Dbris10sm DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_HospitalCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=no Unsellable=no LeaveRubble=no InfantryGainSelfHeal=1 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) [CAHOSP];copypasted the good one on top of it UIName=Name:CAHOSP Name=Old Civilian Hospital Image=CAHOSP TechLevel=-1 Strength=2000 Insignificant=yes Nominal=yes Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry Cost=100 Points=5 Power=0 Armor=concrete ;Hospital=yes ;gs old TS way Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=6 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9 lg,Dbris10lg,Dbris10sm DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_HospitalCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=yes Unsellable=yes LeaveRubble=yes InfantryGainSelfHeal=1 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) ;Secret Lab [CASLAB] UIName=Name:CASLAB Name=Tech Secret Lab ;Image=CALAB TechLevel=1 Strength=2000 Insignificant=yes Nominal=yes Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry Cost=100 Points=5 Power=0 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM MaxDebris=8 MinDebris=0 ;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_SecretLabCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=no Unsellable=no WorkingSound=OilDerrickLoop LeaveRubble=no ;GEF These three would be used to allow the designer to override the normal secret lab process and specify what unit the building allows ;This will probably be overridden for use in specific maps. Note that only one object can be given by the secret lab, if more than one is specified, only one of them will actually take effect ;SecretInfantry ;SecretUnit= :SecretBuilding= SecretLab=yes RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) Share this post Link to post
GeneralZ 0 Posted October 7, 2004 This is what can useful: [General] UIName=Name:General Name=Red Alert 2 Yuri's Revenge -- Official Rules of Engagement ; veteran factors ;gs checked up on these since Armor was broken. Now they are all multipliers. VeteranRatio=1.0 ; must destroy this multiple of self-value to become a veteran [per level] VeteranCombat=3 ; multiplier to damage VeteranSpeed=1.5 ; multiplier to max speed VeteranSight=5 ; multiplier to sight !!!going past ten is a hard code Vegas crash!!! VeteranArmor=3 ; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this VeteranROF=0.6 ; ROF delay multiplier VeteranCap=2 ; maximum veteran level that can be obtained InitialVeteran=yes ; Do initial forces start as veterans? ; repair and refit RefundPercent=100% ; percent of original cost to refund when building/unit is sold ReloadRate=.3 ; minutes to reload each ammo point for aircraft or helicopters RepairPercent=15% ; percent cost to fully repair as ratio of full cost RepairRate=.016 ; minutes between applying repair step RepairStep=8 ; hit points to heal per repair 'tick' URepairRate=.016 ; [units only] minutes between applying repair step IRepairRate=.001 ; [infantry only] minutes between applying repair step IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium] SelfHealInfantryFrames=5 SelfHealInfantryAmount=20 SelfHealUnitFrames=75 SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital ;************ American Paradrop Special Rules *********** ;These two lists _must_ have the same number of elements, otherwise bad crashiness will result ;AmerParaDropInf=E1,GHOST,ENGINEER ;Types of infantry for the planes to drop ;AmerParaDropNum=6,6,6 ;How many of each of those infantry AmerParaDropInf=E1 ;Types of infantry for the planes to drop AmerParaDropNum=15 ;How many of each of those infantry AllyParaDropInf=E1 ;Types of infantry for the planes to drop AllyParaDropNum=15 ;How many of each of those infantry SovParaDropInf=E2 ;Types of infantry for the planes to drop SovParaDropNum=15 ;How many of each of those infantry YuriParaDropInf=INIT ;Types of infantry for the planes to drop YuriParaDropNum=10 ;How many of each of those infantry Share this post Link to post
GenCarv 0 Posted June 19, 2007 The last post was in 2004, but....... Also try, Red Alert 2: Apocalypse Mod, it gives Yuri the ability to build hospitals and all to build oil derricks Share this post Link to post
Doctor Destiny 40 Posted June 19, 2007 No. Bad. Evil. BAD POSTER, BAD! Don't bump old, ancient, dead topics. Share this post Link to post