13.10.2008, 12:14:13
(This post was last modified: 13.10.2008, 12:38:42 by Bobingabout.)
Yeah, [GDI] Allied shit [Nod] Soviet shit [ThirdSide] Yuri shit [FourthSide] Fourth side shit [FifthSide] ActLike=GDI [SixthSide] ActLike=NOD [SeventhSide] ActLike=ThirdSide [EighthSide] ActLike=FourthSide
I'd do that for me "Special" countries. That should specify pre-determined values for those countries, like GUIs, score screens, even AI stuff like build power, which can then be over-ridden by specifying it in that section, like FifthPower=EAPOWR, or colour FifthLoad=<green> (its an example, i ain't gonna work out a HSB code for it), and most importantly, FifthParaInf=ZOMGAFIFTHSIDETROOP, FifthParaNum=7 (actually, since it would be under [FifthSide], you'd drop the word Fifth)
though, i'd still like to be able to specify what is currently country specific, as country specific stuff.
I'm basicly just pointing out that people will want their sides to be a bit more costomisable if you force a new side for what could be country specifics. I am aware that you were probably just planning on doing this for a new paradrop superweapon clone, but, if you start doing this, people will want more.
if you really were to make 5th through 8 sides funtional, and add more than just 1 side on AIBasePlanningSide= (note, doesn't this use the countries 0 indexed number rather than name, so your example of AIBasePlanningSide=Nod,ThirdSide would be AIBasePlanningSide=1,2), along with DCoder getting the formerly AlternatePrerequisite logic under Prerequisite# working (I mean, lets face it, Prerequisite#= and more than 1 item on AIBasePlanningSide= go hand in hand for, lets say, allowing both Soviet and Yuri to build the same cloning vat structure as an example, you'd need both the second prerequisite for the player to build it, and AIBasePlanningSide for the AI to build it.), i wouldn't mind hashing it all up manually rather than having the ActLike=<side> thing. though a few things like SideGUI=Sidec01.mix would be useful, and EVA= too, rather than having to add 20Mb of GUIs(they're about 5M each i think), The EVA is just code, but, a hell of a lot of it.
I'd do that for me "Special" countries. That should specify pre-determined values for those countries, like GUIs, score screens, even AI stuff like build power, which can then be over-ridden by specifying it in that section, like FifthPower=EAPOWR, or colour FifthLoad=<green> (its an example, i ain't gonna work out a HSB code for it), and most importantly, FifthParaInf=ZOMGAFIFTHSIDETROOP, FifthParaNum=7 (actually, since it would be under [FifthSide], you'd drop the word Fifth)
though, i'd still like to be able to specify what is currently country specific, as country specific stuff.
I'm basicly just pointing out that people will want their sides to be a bit more costomisable if you force a new side for what could be country specifics. I am aware that you were probably just planning on doing this for a new paradrop superweapon clone, but, if you start doing this, people will want more.
if you really were to make 5th through 8 sides funtional, and add more than just 1 side on AIBasePlanningSide= (note, doesn't this use the countries 0 indexed number rather than name, so your example of AIBasePlanningSide=Nod,ThirdSide would be AIBasePlanningSide=1,2), along with DCoder getting the formerly AlternatePrerequisite logic under Prerequisite# working (I mean, lets face it, Prerequisite#= and more than 1 item on AIBasePlanningSide= go hand in hand for, lets say, allowing both Soviet and Yuri to build the same cloning vat structure as an example, you'd need both the second prerequisite for the player to build it, and AIBasePlanningSide for the AI to build it.), i wouldn't mind hashing it all up manually rather than having the ActLike=<side> thing. though a few things like SideGUI=Sidec01.mix would be useful, and EVA= too, rather than having to add 20Mb of GUIs(they're about 5M each i think), The EVA is just code, but, a hell of a lot of it.