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I looked into the logs (included nco.log) but doesn't show any errors, only a quit message after loading the modded DLL.
I you want, i can add an issue on Github with all the info.
EDIT: I forgot to say that your mod is awesome :)
If you turn the Refinery into a Factory, then produce a harvester there, it gets "stuck" in the sidebar as "Ready" even though it builds just fine. So then, if you cancel it, the unit vanishes from the map, wherever it is.... and if you dock the harvester in the refinery and cancel it from the sidebar, the game will crash. =)
@UncleUncle I must admit that is pretty hilarious, why I love the RULES.INI files back in the day, breaking the game is fun :D
Yeah your most recent update that changes has fixed the orca problem
Also is it possible to include an option that modifies Tiberium growth speed in the ini?
PowerOutput=10 <-- shouldn't this be 0 istead of 10?!
I guess this just happens accidental when writing the values :)
I will take a closer look at the ini file, trying to find more things , to help you making this mod perfect 😁
1. The refinery still outputs 10 energy
2. If construction yard is set to be buildable, a picture of the fake construction yard image of Red Aler is shown in the build menu in the game. In the middle of the picture it says ready an in the upper left corner of the image a 2000 can be seen. You can click the image in the build menu but nothing happens, in fact you can't build the construction yard! --> the whole thing seems pretty strange