05.08.2007, 01:32:55
Umm... no I don't think it's that.
I have TL=10 things in my mod and they aren't disabled by the superweapons checkbox.
The superweapons checkbox disables most but not all superweapons (spyplane/psychicreveal/paradrops aren't disabled), disables some buildings that have those superweapons (doesn't disable battle lab, but does disable force shield). Superweapons checkbox also turns off superweapons in campaigns (see UMP for fix).
So there must be something else causing the problem.
Armor=cyborg is not valid - I reckon that's the problem.
And strip out those duplicate entries (note that if you were to have Unnatural=no followed by Unnatural=yes then the actual value used in game will randomly change as you modify the ini).
I have TL=10 things in my mod and they aren't disabled by the superweapons checkbox.
The superweapons checkbox disables most but not all superweapons (spyplane/psychicreveal/paradrops aren't disabled), disables some buildings that have those superweapons (doesn't disable battle lab, but does disable force shield). Superweapons checkbox also turns off superweapons in campaigns (see UMP for fix).
So there must be something else causing the problem.
Armor=cyborg is not valid - I reckon that's the problem.
And strip out those duplicate entries (note that if you were to have Unnatural=no followed by Unnatural=yes then the actual value used in game will randomly change as you modify the ini).
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia
Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
Believe me friend you're not the only one.
--Lysdexia
Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.