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Doomgoggles

Simple Tibed2 question

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Everything says its buildable in the Tibed2 interface. How do I actually enable buildability for a dormant structure or unit, and how would I disable or enable a unit for a particular general?

 

Oh and how would I get the unused specials operational?

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You have to edit CommandButton.ini and CommandSet.ini, which is not yet in Tibed 2. That controls which buttons you get when selecting buildings. It will be in the same version that supports adding units (hopefully alpha 11...)

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Thanks....I know there are other ways to do it, but I don't want to make anything non-compatible with TibEd...

 

I guess I'll use this thread for my questions, to save space:

 

When I adjust the superweapon and ability timers in TibEd2, they do change the actual value, but not the readout ingame. Same for power usage. Cost, however, will change in the game readout. Any idea why? and will future builds support automatic value detection?

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These times are stored in the strings which describe them. Eg,

 

Artillery Barrage

 

5:00 countdown

 

or something will be a single string for the tooltip of the Artillery barrage. You have to find the tooltip string and change it there if you want it to show up correctly. But the actual value is changed. Personally, I do not think it is worth the complexity to automate this.

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Any idea why cost is calculated, but power usage is not?

Probably because they were messing around (tweaking) it a lot while making Generals/ZH @ EA, while the special abilities powers remained the same, mostly. So they added 'special' support for the power (extra code).

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Thanks. I figured everything out, basically. I now eagerly await the next version. Too bad I don't know how to code.

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