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RockPatch 1.08 - Preview
CnCVK Wrote:Also I find hard coded 100 units limit Smile
Because it using 3 array with 100 elements
Now I think how to delete this limitation Smile

if you break that dam limit i would donate money for you Big GrinBig GrinBig Grin and then i think everyone willl use RP

aslo the TechLevel thing is great, hope to se it in 1.08
Will the techlevel slider be default or will it have to be activated/deactivated by a mod?
I hope it will have to be activated by a mod. Because, the Tech Level setup in YR may not be appropriate for use with a slider - and I also think that not every mod author will want players to be able to choose the tech level in their mod.
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.
Yeah, and with TechLevel on, you'll probably need to do a LOT of AI reworking. Anyway, it's an excellent addition and breaking the limit would be simply great (though it would also open a door for lots of n00bish mods with thousands of different units).
Already done Smile
Limit was extended up to 200 units
Oh, 35Ch, 4DCh , add 190h = 400 Bang head against wall
Now AI not build 105=TEST21 constantlySmile

TechLevel slider show now always Unhappy
It work with original rules good Smile
It use valued from [MultiplayerDialogSettings] tag TechLevel  as maximum
(I set it to 12 and I can build [LUNR]Smile
ARM forever - x86 sucks!


Wohooooo raise to 200 Big GrinBig GrinBig GrinBig Grin, you are a great hacker, you and pd is a great RP team
You would need to alter several tech levels for the various possible settings to be balanced, expecially with Yuri's units where their tech levels don't maps to equivalent soviet or allied unit tech levels by default.
Btw, upping the max techlevel is not a good idea, since that effectively breaks all "don't build shipyard in waterless maps" mapmods. And how does that change the special values of TL 11 and 12?

Worth playing: 1 | 2 | 3
Use TechLevel=-1 for shipyardSmile
You can set TechLevel value in [MultiplayerDialogSettings] to 10
Now I work on Saving/Loading and AirStrip factory typeSmile
ARM forever - x86 sucks!


I think it's quite important that the TL slider be optional. To the point that, IMO, if it can't be optional then it shouldn't be included.
Even if all the other problems were overcome, I may not want users of my mod being able to choose the Tech Level.
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.
It is simple to add tag in [MultiplayerDialogSettings] section ShowTechLevelSlider=[yes/no]Smile
ARM forever - x86 sucks!


err sorry but what "AirStrip factory type" mean?
CnCVK Wrote:Use TechLevel=-1 for shipyardSmile
I am talking about mapmods, things that are already released and shouldn't lose compatibility. But since we could change that max techlevel without rp and get the game ot use it, this is a moot point.

Aside from that tangent, great job with the extension of the 100 unit limit Big Grin

Worth playing: 1 | 2 | 3
BTW, Rock Patch not full compatible with original rulesUnhappy
I want in the future to use INIFormat=5 for mapsWink
which will allow:
- have 16 players on map
- add mod name tag
- and another things
What think about it?

Also infantry and aircraft list have limit to 100 Unhappy

AirStrip factory means:
Add new tag to BuildingType
IsAirStrip=[yes/no]
If it set and Factory= set too
Building woks as Weapon Factory... but units appear from plane which drop themSmile
ARM forever - x86 sucks!


Hmm, will this introduce a possibility to include "real" planes? I mean NOT hellcopter-styled (VTOL) as they are now.

Slightly OT: Did you get my PM?
-Mod Community member since 1999.




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