Hello everyone! Despite my inactivity in these days (or months), a lot of things happened in this place and, hopefully, I'll get them all listed soon in the news section of this community. People has posted a couple of tutorials in these days, but one of them is definitelly a must read for those who wanna modify Tiberian Sun.
Multiple MCVs, con.yards and factions (*****) - by SuperJoe
The tutorial teachs you how to create new factions and how to hack the game to play against them and even how to shut up EVA. This is not the first tutorial that does that, but it is certainly the best (and most complete) solution I've heard so far. Here's a snippet:
Perhaps, you could have unit count higher than 1 if you set the price of all other starting units to 0 and, maybe the starting MCV should be more expensive than 2500. But Unit Count 1 is not a bad deal at all.
And finally, as a bonus, the last post of that topic explains how to get AI to automatically replace the MCV. Read tha whole tutorial HERE.
Multiple MCVs, con.yards and factions (*****) - by SuperJoe
The tutorial teachs you how to create new factions and how to hack the game to play against them and even how to shut up EVA. This is not the first tutorial that does that, but it is certainly the best (and most complete) solution I've heard so far. Here's a snippet:
Quote: |
This tutorial allows you to have separate MCV / Construction yard for every faction, and it will allow you to add a 3rd (or more) factions into the game. All of these things work with the AI as well. This method will force you to sacrifice a few things: 1. Short Game will be forced off. Means to win you must destroy all enemy units, not just buildings. 2. Unit Count will be forced to one. You will only start a match with your factions MCV. 3. Bases mode will be forced on. The AI would suck anyway with Bases off, so no big loss here. The logic is based on the fact the AI needs to own the structure listed in BuildConst, but that structure does NOT need to be a construction yard. It can be a fake invisible and immune structure that blows up when the AI has lost. When the AI has this fake structure and any sides-specific construction yard it will be able to build up it's base normally. If you only want to have side-specific MCV / construction yard for 2 factions (GDI and Nod), simply ignore all the Forgotten parts in the tutorial. |
Perhaps, you could have unit count higher than 1 if you set the price of all other starting units to 0 and, maybe the starting MCV should be more expensive than 2500. But Unit Count 1 is not a bad deal at all.
And finally, as a bonus, the last post of that topic explains how to get AI to automatically replace the MCV. Read tha whole tutorial HERE.