Additional units at startup -1 reply

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Queball

BCFiles staff member / modder

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27th August 2002

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#1 16 years ago

LO all, Does anyone have a solution to this?

I know that you can alter the units you start with in Instant Action in the "fed.odf", "rom.odf" etc. files (see below):

[COLOR=RoyalBlue]// the things you get when you ask for minimal default units (instead of the map units) minimalUnits1 = "fconst.odf" // construction ship

// the things you get when you ask for standard default units (instead of the map units) standardUnits1 = "fconst.odf" standardUnits2 = "fbase.odf" standardUnits3 = "jup.odf" standardUnits4 = "fgalaxy.odf" standardUnits5 = "fbattle.odf" standardUnits6 = "fgalaxy.odf" standardUnits7 = "fnewor.odf" standardUnits8 = "fambat.odf" standardUnits9 = "kconst.odf" [/COLOR]

However, it will not allow any more than 9 units. It doesn't seem to like it if you add, say - [COLOR=RoyalBlue]standardUnits10 = "fgalaxy.odf"[/COLOR] I've tried different arguements such as "extraUnits", "standardUnitsA" and so forth but none work. Anyone know a way to add more, cuz I'm trying to create instant action games without stations, just fleets. I believe that there must be a way, as you can add more than 9 units to a ship yard.

Thanks in advance.




Major A Payne

The 6th Day

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7th August 2002

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#2 16 years ago

Unless someone wants to prove me wrong its not currently possible to have more than 9 starting units of any particular kind.




Queball

BCFiles staff member / modder

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#3 16 years ago

Ah well worth a try. Guess I'll have to stick to modifying the maps and the race.odfs. BTW: Major Payne - top notch work on Borg Incursion 2 - I didn't think anything could be better than the Millenium Project 1.9. All that time waiting for MP2 & this fantastic mod was there all the time!!!

Cheers




Major A Payne

The 6th Day

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#4 16 years ago

Thanks for the compliment but I would hardly call my BI2 project that good. Lets just say its not one ofr the special weapons lover.




Queball

BCFiles staff member / modder

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#5 16 years ago

True, but then I wasn't much for the special weapons anyway. I did have to rectify some of the ship scales but still a blinder of a mod none the less.

Quick question to ask that you might know, In the AI files, I do not understand the meaning of the syntax 'Max number from this line' (the third digit) in the AI build lists. Any ideas? Also I don't understand why some of the digits for the afore mentioned, 'Base to build at' & 'Min tech level' are negative numbers. Any ideas?

Sorry to be pest!




Major A Payne

The 6th Day

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7th August 2002

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#6 16 years ago

To be honest I'm not entirely 100% sure as I'm not really an AI person.