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GeneralZ

Stealth Units in RA2

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lol... i don't know how to get an aviator... and also.. the harvestors are the stupidest units in the world.. the go through the enemies' base to get to he ore field...

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its simple enuff just click on yer proile and scroll down until u get 2 Upload Avatar from your machine: or Upload Avatar from a URL:

Link to off-site Avatar:

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hey if u mess up the rules.ini folder how would u restore it or should u just make a copy also how do whats a soylent and how would u make a chrono legionnaire phase in faster :?:

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make a backup of the folder b4 messing with it

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Soylent is the sell back of a unit. Infantry is usually half of it's cost and vehicles are in full. The grinder is one way of getting cash back.

 

Hint: Chrono Stuff

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thats true and if u want the fbi 2 stop watching u use ghostsurf 2005 it hides ur ip address and any personal info

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Either that, or it tells the FBI who is using this "software" and hands out the info to them....or someone else :wink:

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cut the fbi talk and back to stealth units... boomers are awesome... but i don't think they can match up to equal amount of dophines in price...

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this is what i put for the chrono stuff but i think i did something wrong correct it if u wanna help me

;*** Reinforcement/Chrono Stuff ***

 

ChronoDelay=.1 ;delay after teleport for chrono sphere

ChronoReinfDelay=.1 ;delay after teleport for chrono reinforcements

ChronoDistanceFactor=.1 ;default = 32 amount to divide the distance to destination by to get the warped out delay

ChronoTrigger=yes ;defualt=yes, if yes, then delay varies by distance, if no, it's a constant

ChronoMinimumDelay=0 ;default=0;this is the minimum delay for teleporting, no matter how short the distance

;this value will also be used if the ChronoTrigger flag is turned off

ChronoRangeMinimum=1 ;this can be used to set a small range within which the delay is constant

;the range is measured in leptons (256 per cell) within this range the delay will be set to the minimum

;a value of 32 for ChronoDistanceFactor gives a delay of eight frames for every cell traveled.

;256 leptons per pixel, so to get frames delay per cell use 256/ChronoDistanceFactor

;this is an inverse function, so larger number means shorter delay

;minimum value can be one (not zero!) which would result in 256 frames of delay per cell traveled

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Hey, there is stealth in RA2

 

open the rules.ini. go to the crate section, and change the percentage of each crate happening, and allow stealth crates.

Hi,

I can't find the "RULES.INI" in my RA2 folder..Is it created by the game or do I have to create it?

Sorry for my ignorance.. :cry:

Thanks.

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XCC Utilities

 

Get them, learn them, love them. You can extract the rules file using those tools.

Thanks a lot.. :D

One more question..I have extracted the RULES.INI file and made some tweaks on it..will I just leave it there in the same folder as RA2? or have to put it back where I extracted?

Thanks again..

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Now on editting the INI file..

Is this the portion I'll should edit?

 

; ******* Crate rules *******

; General crate rules and controls are specified here.

[CrateRules]

CrateMaximum=255 ; crates can never exceed this quantity

CrateMinimum=1 ; crates are normally one per human player but never below this number

CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses

CrateRegen=3 ; average minutes between random powerup crate regeneration

SilverCrate=HealBase ; solo play silver crate bonus

SoloCrateMoney=5000 ; money to give for money crate in solo play missions

UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly]

WoodCrate=Money ; solo play wood crate bonus

WaterCrate=Money ; solo play water crate bonus

HealCrateSound=HealCrate ; heal crate sound effect

WoodCrateImg=CRATE ; wood crate overlay image to use

CrateImg=CRATE ; normal crate overlay image to use

WaterCrateImg=WCRATE ; Water crate image

FreeMCV=yes ; Give free MCV from crate if no buildings but still has money [multiplay only]?

What particular entry I should change?

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If you read past the semicolons, the notes explain everything you need to know. Just about everything you ever wanted to change is in that file.

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If you read past the semicolons, the notes explain everything you need to know. Just about everything you ever wanted to change is in that file.

Yes, I've been doing that.. :D

But I can't find any entry that SAY'S "STEALTH or NOT STEALTH" :shock:

Wont you mind telling me where should I start?

Thanks again..

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Find [CrateRules]. That's where you should start.

Ok I found it.. :D As what GeneralZ said..

go to the crate section, and change the percentage of each crate happening,

I think his referring to this entry:

 

CrateRegen=3 ;average minutes between random powerup crate regeneration

 

My default is 3....I don't know if I'll change it to 0, 10 or what?

 

and allow stealth crates

 

How can I allow STEALTH crates? Replace WOOD with STEALTH? What?

Please help..

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Sorry, I was wrong on [CrateRules]. You should look for [Powerups].

 

[Powerups]

Armor=10,ARMOR,yes,1.5

Firepower=10,FIREPOWR,yes,2.0

HealBase=10,HEALALL,yes

Money=20,MONEY,yes,2000

Reveal=10,REVEAL,yes

Speed=10,SPEED,yes,1.2

Veteran=20,VETERAN,yes,1

Unit=20,<none>,no

Invulnerability=0,ARMOR,yes,1.0

IonStorm=0,<none>,yes

Gas=0,<none>,yes,100

Tiberium=0,<none>,no

Pod=0,<none>,no

Cloak=0,CLOAK,yes

Darkness=0,SHROUDX,yes

Explosion=0,<none>,yes,500

ICBM=0,CHEMISLE,yes

Napalm=0,<none>,no,600

Squad=0,<none>,no

 

That's directly from my rulesmd file. It's unedited so nothing is different. For a bit of an explanation, the Tag= is obvious as to its purpose, the number defines the probability a powerup will occur (the values MUST be equal to 110 or the game WILL crash), the <none> or word indicates the animation to be played upon collecting the crate, the yes/no defines whether it's available on water and the fourth parameter vales should not be touched.

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Yes you should, makes game interesting. SO easy too.

 

Bommers are strong, if you look in the rule.ini their torps arent anything close to Typhoon torps, but boomers fire two, so I gues thats makes it alright. Still, in naval combat, two Typhoons will take out a boomer, and depending on who fires first, will determine if one or two Typhoons survive.

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[Powerups]

Armor=10,ARMOR,yes,1.5

Firepower=10,FIREPOWR,yes,2.0

HealBase=10,HEALALL,yes

Money=20,MONEY,yes,2000

Reveal=10,REVEAL,yes

Speed=10,SPEED,yes,1.2

Veteran=20,VETERAN,yes,1

Unit=20,<none>,no

Invulnerability=0,ARMOR,yes,1.0

IonStorm=0,<none>,yes

Gas=0,<none>,yes,100

Tiberium=0,<none>,no

Pod=0,<none>,no

Cloak=0,CLOAK,yes

Darkness=0,SHROUDX,yes

Explosion=0,<none>,yes,500

ICBM=0,CHEMISLE,yes

Napalm=0,<none>,no,600

Squad=0,<none>,no

 

The total value does not have to be 110. I've tried 100 and 200, and they still work

 

1st values is percentage. U see the numbers on the right add up to 110. Firepower is 10, so 10/110 chance u will get a increased firepower crate.

its the value over the overall total value. 3rd value is enabled in crate, and last 1 is rate, like in how much to boost stats/time affected

 

What I would change:

[Powerups]

Armor=0,ARMOR,yes,1.5

Firepower=0,FIREPOWR,yes,2.0

HealBase=10,HEALALL,yes

Money=10,MONEY,yes,2000

Reveal=20,REVEAL,yes

Speed=0,SPEED,yes,1.2

Veteran=10,VETERAN,yes,1

Unit=10,<none>,no

Invulnerability=0,ARMOR,yes,1.0

IonStorm=0,<none>,yes

Gas=0,<none>,yes,100

Tiberium=0,<none>,no

Pod=0,<none>,no

Cloak=100,CLOAK,yes

Darkness=0,SHROUDX,yes

Explosion=0,<none>,yes,500

ICBM=20,CHEMISLE,yes

Napalm=0,<none>,yes,600

Squad=20,<none>,yes

 

Total is out of 200. Cloak is 100 out of 200, so 50% chance

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boomers get killed by dophines... even though dophines die in 2 shots... but if a pack of dophines, with the equal amount of credits put into a pack of boomers... dophines dominate...

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