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taoransk

RA2 Yuri's editing Qustions on Tibed

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In Ra2, we can set if an aircraft is fighter or not (through most of them already setted "yes"), Carrier's attack plane also have secondary weapon by using anti air project. However, can we really make Av-8 or MIG againest other planes, like Cargo plane/Spy plane or other attacking aircraft? I've used project "AA heat seaker" on my new Helicopter missile and AV-8 new AA missile, but they won't fire to enemy's AV-8(but when I change cannons for my helicopter by using project "invisibleall", it does guard air, y missiles can;t?)

 

Still, can anyone tell me what's the rules on using secondary weapon? the experience i've got is that your main weapon must can not does damange to the target you want the secondary weapon againests to, but as the first question, my new fighter uses laser(major weapon copyed from lunarlaser, setted only AA) and Maverick3 missile(secondary, used by original MIG, only AG&AN), but it won;t shoot helicopter nor planes, but shoot both laser and missile to ground target(the laser soudn;t fired to ground in setting). anyone can tell me y?

 

Also, I still haven't got any offical explaination about Tibed's Ra2 unit armor setting. by data loaded from game though Tibed, the "armor" space totally is a chaos. number, letters, yes or no, any thing but datas shown in help( should be none/wood/light....and so on)

 

 

Last thing, can anyone tell me who's in charge on the Tibed website? I've paid though Ebay few days ago and still haven;'t recived decode password for Tibed -_-!

 

............

 

Thank you all so much and have a nice day!

 

 

my original question topic is at this link:

http://forums.cncnz.com/viewtopic.php?t=3060

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If the aircraft isn't airportbound then it can attack other air units. The blackhawk is one such unit.

 

There are three projectiles that use the dragon image. AAHeatSeeker, AAHeatSeeker2, and AirToGroundMissile. Each has a different stat. Though I think your looking for the second one.

 

Your primary is the main weapon against targets. Depending on it's projectile and warhead you can use the secondary.

 

The secondary can be used for many things. It can be like the primary if the unit is using another turret/barrel. It can fire at other units which the primary can't target. It also has special uses with certain tags.

 

Verses=100%,100%,100%,100%,80%,80%,100%,60%,60%,100%,100%

 

First three are -vs- None, Flak, Plate //infantry

Next three are Light, Medium, Heavy //units

Next three are Wood, Steel, Concrete //buildings

Terror Drone's and spawned rockets'Special_1, Special_2

 

; A 0% means no force fire, no retaliate, no passive aquire

; A 1% means no retaliate, no passive aquire

; A 2% means no passive aquire

 

 

And again the last question is for Koen to answer.

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Thank you very much, again, §tìngèr ^^.

 

I do understand about those armor types, my question is by looking Tibed, units' armor type never shown like those original types, for example, GI's armor type is "1", AV-8's type is "yes" or "true", MIG's type is "no"......well the only thing I can do is manuly change all units' armor types, incruld those original ones', to the wood/steal like system( eg. AV-8 is "light" as I changed)

 

well today I did my mod's Army part, I've got 2 questions:

 

first, I'm trying to make a new country( or replace one), so I copyed all countries' tanks and built my armor system (including amphibian tank, Stealth tank,Major tank and Heavy tanks). I've put BlackHawkcannon on all tanks for their AA power, and I incrested all their weapon powers by made clones from original weapons. but my problem is: when I started game, all Tanks, incrulds original units(which haven;t be changed but armor type) lost their barbette! I can only see batholiths running and firing......what's going on?

 

secondly, I've tride to make 3 units/building, first one is truck which can spreads to AA missile launcher(clone from patriot); second is incresing edition from patriot (as base deffence); and also I've tride to make player can build Tech Oil wells. my setting is at below:

 

 

[*FAAS]

UIName=Name:TRUCKA

Name=Field Anti Air System

Category=AFV

Primary=BlackHawkCannon

Strength=400

Armor=light

Armor=light

TechLevel=1

Sight=6

Speed=6

Owner=Special

Armor=light

Cost=150

Armor=light

Armor=light

ROT=5

Crusher=no

SelfHealing=no

Armor=light

Armor=light

VoiceSelect=CivAllSelect

VoiceMove=

VoiceAttack=CivAllAttackCommand

VoiceFeedback=

Armor=light

Armor=light

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=2

MovementZone=Normal

ThreatPosed=0 ; This value MUST be 0 for all building addons

Armor=light

Armor=light

Armor=light

Armor=light

Size=6

Armor=light

Armor=light

 

Image=TRUCKA

ImmuneToPoison=yes

ImmuneToVeins=yes

ElitePrimary=BlackHawkCannon

VeteranAbilities=FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,FEARLESS

EliteAbilities=FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,FEARLESS,SELF_HEAL

Prerequisite=BARRACKS,GACNST

 

; Clone of RedEye2

Deployer=yes

DeployTime=.044

UndeployDelay=.044

DeploysInto=FAAS-deployed

 

 

And here is the building I want it to be:

 

[*FAAS-deployed]

UIName=Name:NASAM

Name=Field Anti Air System

BuildCat=Combat

Strength=400

Armor=steel

TechLevel=1

Prerequisite=BARRACKS,GACNST

Adjacent=4

Sight=10

Armor=steel

Owner=Special

AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil

Cost=150

BaseNormal=no

Armor=steel

Power=-50

Armor=steel

Primary=*Field Anti Air Missile

Armor=steel

Armor=steel

Capturable=false

Armor=steel

Armor=steel

Armor=steel

Armor=steel

ThreatPosed=0 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values

;DamageParticleSystems=SparkSys,LGSparkSys

IsBaseDefense=yes

Powered=yes

Armor=steel

Armor=steel

Armor=steel

;TurretAnim=NASAM_A

;TurretAnimIsVoxel=false

;TurretAnimX=-2

;TurretAnimY=10

Armor=steel

HasStupidGuardMode=false

Armor=steel

Armor=steel

VHPScan=Strong

ImmuneToPsionics=no ; defaults to yes for buildings, no for others

Drainable=yes

AntiInfantryValue=0

AntiArmorValue=0

AntiAirValue=25

;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

 

;This existed

; Allied Prism Tower

Image=NASAM

ImmuneToPoison=yes

ImmuneToVeins=yes

ClickRepairable=no

Armor=steel

Armor=steel

Armor=steel

Unsellable=yes

 

; Clone of TRUCKA (RA2 Truck)

UndeploysInto=*FAAS

 

 

Here is the weapon:

 

[*Field Anti Air Missile]

Damage=180

ROF=80

Range=14

Projectile=AAHeatSeeker

Speed=80

Warhead=SAMWH

Report=PatriotAttack

TurboBoost=yes

 

;Hover Missile

Burst=2

 

 

 

 

 

 

 

And here is the Base def building:

 

 

;Hover Missile

 

; Clone of NASAM (Patriot Missile)

[*TMD]

UIName=Name:NASAM

Name=Theater AA Defence System

BuildCat=Combat

Strength=1000

Armor=steel

TechLevel=1

Prerequisite=BARRACKS,GACNST,GATECH

Adjacent=4

Sight=10

Armor=steel

Owner=Special

AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil

Cost=250

BaseNormal=no

Armor=steel

Power=-200

Armor=steel

Primary=*Theater AA Defence Missile

Armor=steel

Armor=steel

Capturable=false

Armor=steel

Armor=steel

Armor=steel

Armor=steel

ThreatPosed=0 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values

;DamageParticleSystems=SparkSys,LGSparkSys

IsBaseDefense=yes

Powered=yes

Armor=steel

Armor=steel

Armor=steel

;TurretAnim=NASAM_A

;TurretAnimIsVoxel=false

;TurretAnimX=-2

;TurretAnimY=10

Armor=steel

HasStupidGuardMode=false

Armor=steel

Armor=steel

VHPScan=Strong

ImmuneToPsionics=no ; defaults to yes for buildings, no for others

Drainable=yes

AntiInfantryValue=0

AntiArmorValue=0

AntiAirValue=25

;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

 

;This existed

; Allied Prism Tower

Image=NASAM

BuildLimit=4

Sensors=yes

SensorsSight=4

ImmuneToPoison=yes

ImmuneToVeins=yes

 

 

 

Weapon is here:

 

 

; Clone of RedEye2

[*Theater AA Defence Missile]

Damage=380

ROF=60

Range=16

Projectile=AAHeatSeeker

Speed=100

Warhead=SAMWH

Report=PatriotAttack

TurboBoost=yes

 

 

 

Last one, the Tech Oil well:

 

 

; Clone of CAOILD (Tech Oil Derrick)

[*Oil Well]

UIName=Name:CAOILD

Name=Oil Well

TechLevel=1

Strength=1000

Armor=yes

Nominal=yes

Sight=6

Armor=yes

Armor=yes

Armor=yes

Armor=yes

Armor=yes

Armor=yes

;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

Capturable=yes

CaptureEvaEvent= EVA_OilRefineryCaptured ;Eva (and therefore 3way split) voice to use when captured

Armor=yes

DeathWeapon=OilExplosion

ProduceCashAmount=10 ; Amount every Delay

ProduceCashDelay=100 ; Frame delay between Amounts

Armor=yes

Armor=yes ;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

 

Image=CAOILD

BuildLimit=4

Cost=200

Owner=Special

Prerequisite=GATECH,GAREFN

ImmuneToPoison=yes

ImmuneToVeins=yes

Armor=yes

 

; Clone of NASAM (Patriot Missile)

Armor=yes

Armor=yes

ThreatPosed=0

Adjacent=4

BaseNormal=no

AIBasePlanningSide=0

Power=-50

Powered=yes

 

 

 

 

 

 

My Problems are:

1. when the truck lay down, I can't see Modle, if I haven't made a team by puting a number on it, I'll never select it again. Also, it won;t fire to air target.

 

2. Whenever I'm trying to build the oil tech, after it built, the icon will shown as "on hold" but I can still build until 4(limites has set 4). And after I first select this icon, I can;t build other building in this page, they all in dark. sell or distroy wells cannot help anything about it.

 

3. my "TMD"(lol) can;'t be built. whenever I sellect the icon, a window will jump out and tells me that RA2 got internal mistake (Crash?)......

 

 

 

Thanks for your patience to look my mass^^!, can you or anyone help me on any of them? Thank you very much and have a nice day!!!!!!

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In Ra2, we can set if an aircraft is fighter or not (through most of them already setted "yes"), Carrier's attack plane also have secondary weapon by using anti air project. However, can we really make Av-8 or MIG againest other planes, like Cargo plane/Spy plane or other attacking aircraft? I've used project "AA heat seaker" on my new Helicopter missile and AV-8 new AA missile, but they won't fire to enemy's AV-8(but when I change cannons for my helicopter by using project "invisibleall", it does guard air, y missiles can;t?)

[AircraftTypes] cannot attack any aerial unit. It simply cannot be done.

 

Still, can anyone tell me what's the rules on using secondary weapon? the experience i've got is that your main weapon must can not does damange to the target you want the secondary weapon againests to, but as the first question, my new fighter uses laser(major weapon copyed from lunarlaser, setted only AA) and Maverick3 missile(secondary, used by original MIG, only AG&AN), but it won;t shoot helicopter nor planes, but shoot both laser and missile to ground target(the laser soudn;t fired to ground in setting). anyone can tell me y?

Forcing weapons against different targets can be done in 2 ways: projectile method and verses 0% warhead method. As I noted earlier, [AircraftTypes] or any vehicle with the aircraft locomotor CANNOT attack aerial targets. Ever.

 

Also, I still haven't got any offical explaination about Tibed's Ra2 unit armor setting. by data loaded from game though Tibed, the "armor" space totally is a chaos. number, letters, yes or no, any thing but datas shown in help( should be none/wood/light....and so on)

Armor determines which warhead verses value will be used to incur damage. The verses number go like this: none, flak, plate, light, medium, heavy, wood, steel, concrete, special_1, special_2. None, flak and plate are (primarily) infantry armor; light, medium and heavy are (primarily) armored unit armor; wood, steel and concrete are (primarily) structure armor; special_1 is a special case for Terror Drones (eg, have infantry weakness but be mechanical); special_2 is a special case for spawned missiles (eg V3 rocket, Dreadnought missile, Cruise missile [YR]).

 

A note about armor types: medium is a semi-special case for miners to incur less damage while under fire. My suggestion is making the [ZEP] entry hold light armor so it crashes a little sooner.

 

Armor= SHOULD NEVER be a number, yes/no or anything else. It should only be the 11 armor types.

 

If the aircraft isn't airportbound then it can attack other air units. The blackhawk is one such unit.

The AirportBound statement has no bearing whatsoever on an aircraft being able to target other aircraft. The locomotor determines this property.

 

The NightHawk is a JumpJet vehicle. It's not an aircraft type.

 

[FAAS]

UIName=Name:TRUCKA

Name=Field Anti Air System

Category=AFV

Primary=BlackHawkCannon

Strength=400

Armor=light

TechLevel=1

Sight=6

Speed=6

Owner=Special

Cost=150

ROT=5

Crusher=no

SelfHealing=no

VoiceSelect=CivAllSelect

VoiceMove=CivAllMove

VoiceAttack=CivAllAttackCommand

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=2

MovementZone=Normal

ThreatPosed=0

Size=6

Image=TRUCKA

ImmuneToPoison=yes

ImmuneToVeins=yes

ElitePrimary=BlackHawkCannon

VeteranAbilities=FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,FEARLESS

EliteAbilities=FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,FEARLESS,SELF_HEAL

Prerequisite=BARRACKS,GACNST

Deployer=yes

DeployTime=.044

UndeployDelay=.044

DeploysInto=GAFFAS

 

[GAFFAS]

UIName=Name:NASAM

Name=Field Anti Air System

BuildCat=Combat

Strength=400

Armor=steel

TechLevel=-1

Prerequisite=BARRACKS,GACNST

Adjacent=4

Sight=10

Armor=steel

Owner=Special

AIBasePlanningSide=0

Cost=0

BaseNormal=no

Armor=steel

Power=-50

Armor=steel

Primary=FAAMissile

Capturable=false

ThreatPosed=0

IsBaseDefense=yes

Powered=yes

HasStupidGuardMode=false

VHPScan=Strong

ImmuneToPsionics=no

Drainable=yes

AntiInfantryValue=0

AntiArmorValue=0

AntiAirValue=25

Image=NASAM

ImmuneToPoison=yes

ImmuneToVeins=yes

ClickRepairable=no

Unsellable=yes

UndeploysInto=FAAS

 

[FAAMissile]

Damage=180

ROF=80

Range=14

Projectile=AAHeatSeeker

Speed=80

Warhead=SAMWH

Report=PatriotAttack

TurboBoost=yes

Burst=2

 

[GATMD]

UIName=Name:NASAM

Name=Theater AA Defence System

BuildCat=Combat

Strength=1000

Armor=steel

TechLevel=1

Prerequisite=BARRACKS,GACNST,GATECH

Adjacent=4

Sight=10

Armor=steel

Owner=Special

AIBasePlanningSide=0

Cost=250

BaseNormal=no

Armor=steel

Power=-200

Primary=TAAMissile

Capturable=false

ThreatPosed=0

IsBaseDefense=yes

Powered=yes

HasStupidGuardMode=false

Armor=steel

Armor=steel

VHPScan=Strong

ImmuneToPsionics=no

Drainable=yes

AntiInfantryValue=0

AntiArmorValue=0

AntiAirValue=25

Image=NASAM

BuildLimit=4

Sensors=yes

SensorsSight=4

ImmuneToPoison=yes

ImmuneToVeins=yes

 

[TAAMissile]

Damage=380

ROF=60

Range=16

Projectile=AAHeatSeeker

Speed=100

Warhead=SAMWH

Report=PatriotAttack

TurboBoost=yes

 

[GAOILD]

Image=CAOILD

UIName=Name:CAOILD

Name=Oil Well

TechLevel=1

Strength=1000

Armor=steel

Nominal=yes

Sight=6

Capturable=yes

DeathWeapon=OilExplosion

ProduceCashAmount=10

ProduceCashDelay=100

BuildLimit=4

Cost=200

Owner=Special

Prerequisite=GATECH,GAREFN

ImmuneToPoison=yes

ImmuneToVeins=yes

ThreatPosed=0

Adjacent=4

BaseNormal=no

AIBasePlanningSide=0

Power=-50

Powered=yes

 

I have done my best to fix your entries since they were a mess. The first thing I noticed is the use of this: "*". Simply put, DON'T. Also, do not use spaces in weapon, warhead, unit identifiers. It can be done but it is far easier to debug problems when they're unbroken.

 

The "Special" team is an invalid team. It is a special case left in for testing work I believe. It will not work properly in-game so you must replace an old country to have a "new" side.

 

Personally, I recommend using the files. TibEd is a waste of money. You saw what it did to your entries and how clean I made them. The files are millions of times easier than an editor of any sort.

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Thank you, Fenring,. Thank you very much.

 

But firstly, I've put BlackHawkCannon on Tanks, and they do fire to helicopters(haven't test plane yet)

 

Secondly, about armor type. the thing you've mantioned is definetly what I'm talking about, but I swear to god that all datas I've seen is "yes" "no" "true" "no" "poweroff" "100,XX,XX" and so on(XX is number, I forgot).....My computer is using Win XP home Chinese edition but does support English, and my RA2 is upgraded by game itselves program and it's english too. My Tibed is 1.6 from offical website but haven't got the file it requires to download.

 

(BTW, I don;t know y, but seems new edition RA2 Yuri is worse than original one......for example, in Allian Champion, the second mission, we can no more find Move star Terminator, it's just gone from game data, Also, move star weastwood had lost he's voices, now we can only hear GI's voice from him. Is that Y armor typs got mass?)

 

Thirdly, if I change AV-8 to a jumpjet Unit but still keep plane's landing requirement, will the plane fight to air but still anti ground as same as original unit?

 

At last, I am going to test again those units with your datas ^^, but what you mean about "Files"? is that a program or just edit game file manualy? Can you tell me how?

 

 

Oh, still, do you know how can I change or replace Countries, or Put units from RA1/Teb/General into RA2? And how can I save Mod? it always told me "your mod is too big" but I did nothing but less than 20 units

 

Have a nice day!

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But firstly, I've put BlackHawkCannon on Tanks, and they do fire to helicopters(haven't test plane yet)

The AA weapon will fire at any aerial unit regardless of type. Only units with the aircraft locomotor cannot fire upon other aerial targets.

 

Secondly, about armor type. the thing you've mantioned is definetly what I'm talking about, but I swear to god that all datas I've seen is "yes" "no" "true" "no" "poweroff" "100,XX,XX" and so on(XX is number, I forgot).....My computer is using Win XP home Chinese edition but does support English, and my RA2 is upgraded by game itselves program and it's english too. My Tibed is 1.6 from offical website but haven't got the file it requires to download.

I know nothing about TibEd so I'm not sure what to tell you. There are 11 valid values for the Armor= tag. You will have to go direct to Koen for this issue since I do not have the source code for TibEd nor do I recommend using it at all.

 

(BTW, I don;t know y, but seems new edition RA2 Yuri is worse than original one......for example, in Allian Champion, the second mission, we can no more find Move star Terminator, it's just gone from game data, Also, move star weastwood had lost he's voices, now we can only hear GI's voice from him. Is that Y armor typs got mass?)

The YR 1.001 patch changes the movie star stats for some unforseeable reason. No one knows what EA Pacific was thinking when they made that patch "fix."

 

Thirdly, if I change AV-8 to a jumpjet Unit but still keep plane's landing requirement, will the plane fight to air but still anti ground as same as original unit?

You can force jumpjet vehicles to land on airpads but they will come out of the war factory and only land when they need an ammo refill. It's messy work with lots of coding workarounds. Generally not worth the hassle.

 

At last, I am going to test again those units with your datas ^^, but what you mean about "Files"? is that a program or just edit game file manualy? Can you tell me how?

By files I mean the game's core INI files. So much more can be changed with them than TibEd can do. You can have better unit effects and you can try combinations of certain tags like ResourceHarvester and Teleporter. You will need the XCC Utilities and the initiative to learn if you wish to be a somewhat decent coder. DeeZire's INI Guide is another file you should download if you want to learn more about the game's files.

 

Oh, still, do you know how can I change or replace Countries, or Put units from RA1/Teb/General into RA2? And how can I save Mod? it always told me "your mod is too big" but I did nothing but less than 20 units

Changing/replacing countries is risky business. It should be reserved only for those with extensive knowledge of the files themselves. It requires a ton of maunal editing to force the proper prerequisites. There are many issues with the AI primarily but there is a short game bug if you add a fourth BaseUnit. Overall, not worth it. If you have YR, simply replace Yuri. MUCH easier.

 

Some of the old TS/RA1 units exist as voxels in the local.mix file. Simply create rules and art entries for them and set their TechLevel to -1 and have them be crate goodies.

 

As said, I have ZERO experience with TibEd so I don't know what the issue is. Again, you'll have to ask Koen.

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Thank you so much, but I am really confuse now....-_-!

 

I've cancled Libya and replaced China(as third side)......I've cloned full set of buildings(resource, combat, tech, construction center and MCV), but I never found China in Country list......

 

When I choose any country from Allian(haven;t test Soviet side yet), they all changed construction order.......I can see some of my new building which should only for China country......and I lost original buildings but power plant......if you want, I can send a copy to ya...

 

I believe it's the version that I upgraded made Tibed shows mistake on game data, seems I can;'t change anything about original unit(because some data shows mess, and I can;t make sure if change parts can work).

I simply colned most of units and their weapons to edit myselves units......but not only new units, but also cloned original units had lost their barbette, including IFV, Tanks, Guard Cannon/Patriot/Gattling cannon......even more, if I change any data in IFV, it won;t change mod by entering different soilders..........because on 'IFV mod' board even IFV itself has no data on.....I think Tibed can;'t show all files......

 

 

The most important question, how can I save my work so I can reinstall my RA2? Everytimes I tried it will tell me my file is too big or something like that, and let me save changes to Tibed's own file, but I never successed on loging from them........always got error......dame my whole work in last week is stuck here.......and I can;t start normal game by lossing original coutry build orders......

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Well, I loaded up Tibed and messed around trying to see if I could analyze the problem. I couldn't get the effect you have so I'll only go on some ideas. When you load up Tibed, click on default all to see if that will restore all the units to normal. If not click on file, then Preference to see if both directories for Tibed and RA2/YR is right. I really can't tell why your getting everything all scrambled. You might need to check the RA2 folder to see if there's some other file that might be altering the files. It might be something as simple as a WordPad file. And if none of this help's out then you would need to talk to Koen.

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Thank you very much man, but How can I find Koen? he seems never shows around in last whole week......

 

also I still haven;t recive my code.......

 

well I don;t know if I should reinstarll the game to keep it stay in 1.0 version.......I haven;t install any Mod but the one I am working on(if it can called a Mod). But I just can;t save change in anywhere but game itself.

 

My Laptop was bought last year, but whenever I click default all, it will totally dead......I have to default forms one by one....that could take......4 hours?

 

How could I say? I am totally Faint.

 

It's 5:44am now, and I've just got up. today I will try to solve the building problem first....at least make other countries can work as usual. I will try to make all building only belone to China rather than set them belone to all and limit user by required building(like the originals).....God helps me.

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Well I've tried to edit the rule file in game folder manuarly, and I found that new country should be placed in original place otherwise country flag and voice will be mess together.....anyway, finally other countries but new China can still work like before now...........

 

but whenever I tried to choose China, I will game over at beginning of game......and my MCV(Copyed form Allian MCV) seems never exit.....

 

When I start game by any allian country, I can still build China enegry plants.....I think the new Chinese MCV got bug so computer still think it;s Allian MCV

 

But if my enemy is Allian, it will build Chinese MCV so quick (about 2 min in speed 6, strange, normally computers won;t build extra MCV in easy level) from ALLIAN WAR FACTORY!!!!! I've tried to use Yuri to capture it, and whenever it spreads I can see nothing but a 1X1 empty square item and it's immune to damage & cannot sold, I think this means my new base building can not be found by computer from rule file(but it's there)

 

 

Also, about the barbette missing problem......now enemies' tank/flank building/ifvs are fine.....but anything built by me(player) still won't show their barbettes, including Yuri;s Disc (only an around disc pedestal flying everywhere)......

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