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good to see someone using my modding system.
Here are some tips:
Only copy the setting you want to change.
bad
Same is true for the AI section where you only changed 1 setting but copied more.
You copied the prerequisite categories but you didn't put them into the correct section, right now they are in the AI section but they belong into the General section. And again you copied all settings and only changed one.
You use the Cameo setting be aware of that this has bugs I can't fix because of how GlyphX handles this. It works fine as long as the player don't have access to both RASHOK and RASHOKNOD. Better create a new cameo for it.
In CCDATA\veterancy_mod.xml add TibDawnExpansionBuildables.xml (or what ever unique name you come up with) to the GameObjects tag.
In DATA\XML\OBJECTS\UNITS\TibDawnExpansionBuildables.xml
That will add a new cameo to the game, the icon and text are the same as the original shok trooper from RA, but you can change that to if you want. The cameo can then be access via RASHOKNOD (without the TD_ prefix) since that is the name of your unit you don't need the cameo setting in the rules file.
Thank you for the feedback and tips, I greatly appreciate it and will incorporate into the next release what you have discussed with me here.
I will immediately add the warning about breaking campaign to the front page so that people are aware this is an issue they will need to accept if using this mod.
Once again thanks for the feedback!, please feel free to drop me a comment any time in future. Your advice is golden
I'm enjoying playing it as much as I am modding it - its a fine balance indeed!
There is also a breaking change in the latest version so please read the patch notes.
And then I have a question: You set some units prerequisite to BIO2 but there is no building with that name, so I guess you meant NODTECH?
I've been extremely keen to upload my changes fairly quickly and one by one - as I've introduced more into it over the past two weeks, I realise that I am not spending enough time to test and refine the features I have brought in, now I have experimented and learned what I have so far in this first release its time to slow down a little!
I’m writing to announce a change in the update schedule for my mod. Here's why I believe this adjustment is beneficial:
Quality Over Quantity: Fewer updates will allow me to enhance the quality and stability of each release.
User Feedback: With more time between updates, I can effectively gather and implement any feedback.
Focused Improvements: I want to concentrate on refining what I've introduced, balancing improvements with bug fixing and thorough testing.
Slowly Introducing (Lore friendly) new graphics and units will need to be tested and refined with the above also and should not be rushed.
This approach will lead to a more polished and enjoyable experience for all players. As of now I will put into practice the above and release new versions when they are a bigger step forward than one or two features, and/or I've had more time to test what I have introduced!
I am still here for feedback on the mod while I m working away and will be reading comments etc. Thankyou All!
Edit: Forget to mention you added PickWeight to your defense buildings but didn't added them to the build lists.
Fix for RATSLA foundation.
Some feedback regarding your JEEP replacement, I don't like it.
1. It requires ini fixups to make it work.
2. Because of #1 it breaks other replacement mods like Techno Scorpion.
3. It looks ugly, probably because it is distorted.
I would prefer if you made this an additional mod or a new unit instead.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2249191188
1. Yes! Thanks for picking up on that - I read the change log but didn't realise these fields existed. I will add them in as a fix release shortly! By the way am I missing a specific change log in relation to the field changes etc when you release a new version by the way? I
Could I possibly ask if its just a case of checking new fields/adjusted fields in your new release rules.ini/rules_veterancy.ini please? Or do you have a separate readme etc?
2. I was sure I added these to the defence, will once again remedy
3. Checking out the tip on the RATSLA Foundation and will adjust
4. Haha! My jeep replacement, It was more experimental than anything to see how to use the tools such as OS SHP builder, Image shaper etc. I wanted to see if I CAN replace units more than the final product. I'm aware of the Mortecha Unit replacement, however I think this has been abandoned these days? It would be nice if it was updated as the work is excellent to include more units and to include more NOD well anything really! :)
I do hear you though and I agree that unit replacement graphics should be an alternative separate mod, or a new unit - or both. So I will go forward in that direction in regards to that!
Thanks for your feedback as ever :) I will get to work remedying the above. I want to make sure it is of a good quality of course :)
4. Yes the mod was abandoned because he wanted to make his own game. But it doesn't matter because the assets will work forever and since he never made changes to the dll /xml the mod is compatible with almost everything.
OK. Great, something to consider if I bring in another mod with graphics to perhaps avoid conflicting with the ones from Mortecha.
I will work on an update to the current release.
Thanks for the help 😊
I also thought about changing the speed setting from the ProjectileType to the WeaponType like in the later game, but I think that it makes more sense when that setting is on the ProjectileType. What do you think?
I also saw you added a sound xml file (SFXEventsExample.xml) but you haven't added it yet to the veterancy_mod.xml. As a reminder the name must be unique so better change it so something like TibDawnExpansionSFXEvents.xml so that the chance for naming conflicts is low.
I haven't looked at all your units but here are the ShapeSize for RAHIND and RAMGG, so you don't have to use Shape=xyz and ShapeScale.
Soon I'll create a thread with all RA shape data like I did for the TD-Assets mod.
Updated: Shape data for RA-Assets mod.
In regard to the movement of the speed setting, it's a 50/50 and depends on the perspective of the "editor" at the time, in which case their is no "correct" answer. So with that said - IMO for general consistency, as the burst setting is being brought in line in the previous step, In this case would agree that the speed setting would be most suited to also be like the later game and moved to WeaponType.
Thanks for considering a thread for the RA Shape data! I (us) would find that useful, I did see it for the TD-Assets and would appreciate that.
This release had a brief test by me, but excitement got the better of me so I released, I will be incremental updating this one before anything else new is introduced as I optimise the INI's/ART and fix the issues that are found. (The ShapeSize for the RAHIND and RAMGG will start that off great!) I will expect quite a few "fixes/refinements" released in a short time over the next weeks, as there is a lot to refine/improve
I know that the comments and your detailed feedback history by you in your discussions with questions raised in your mod(s) helped me to get this far.
Look forward to your next update!
As always, thanks for your input and recognizing errors made by me (and/or improvements I can implement) the detailed feedback you always provide will help the community as well in their own efforts to open up the game.
I just saw a link to Jozef's Silver Funpark color mod on your description page but the thing is all color mods are incompatible with Veterancy & more when they haven't added colors for MULTI7 & MULTI8 because my mod supports up to 8 players (like RA). So with said color mod active you can't start a 8 player skirmish because there are not enough colors.
OK a custom team color xml I will need to create and included after all. Will add that to the list to look into and make sure that it is compatible with this
You caught me ;) I haven't tested the 8 player Skirmish since adding it (Jozefs) (before I had messed around to achieve it manually but I thought that mod would cover it for a release) so that is good to know. I will remove the link (and the mod from my own testing)