I also wanna say thanks to Battatta.....an see, my first post is a thanks as well...anyway, a mate pasted me this link as he wants naval units on generals, an i were able to edit/change/create stuff in red alert/yuri's revenge, an so wanted to do generals as well, only i wasnt able to until had read ur tutorial for makin units, and now i can, have made one so far, is a start like, aint as proffessionally made as ur lot i bet, jus wanted a gattling tank to shoot little fire bomb things, amusement really, jus to test, but have also had a thought after readin all posts n threads n everythin, it were once said bout havin a button in the dozer units, where u get a new set of options for makin buildings, why not create a 2nd dozer to do all the extra buildings thats thought of...or am i a bit late on that score and it already been done? nice place tho, will keep poppin in :fistpunch: :smack:
Slightly cooler than a n00b
14th December 2002
yup its already been done the second dozer
Thx for the comments, I'm glad that you could benefit from the knowledge shared, see, I'm a former military intructor (Ranked Major retired now, due a serious cardiac arrest, at the Brazilian Army - and BTW the picture on the side icon is a real one, that myself teaching on a field course on the old days) and I DO believe that knowledge MUST to be share with all parties interest in improve their skill, no matter the field it's a main rule in my live, so, msg like yours, are at least, a true payment to all efforts made in spreading some knowhow.
Really Thankfully yours,
Regarding the second dozer or the alternate pointer to a submenu on the same structure it's a techinique all know by now, IMHO it generate more problems that furnish solutions.
Here's what I think, adding new extra units is kind off easy task by now (as we are talking on this forum) the next chalenge that presents itself to us, is to select, improve, enhance those unit's, so if you have unlimited space (as provided by sub-escalar menus on the same manufactory structure or adding number of versions of dozers types) the modder will be tempted (and certanly will fall for it) to throw in the game, lots of units that will overflow the tactics opptions to a point of creating a mess with the hole strategy concept (execelent one BTW) originaly created by the game itself.
(An example of units overflow IMHO it's what somehow flawed that graphic's excelent work of GeneralsX mod made by gengideonx - Kind a lose the focus in the warfare as you keep building and expanding your base and tech tree forever and ever in order to get more and more units)
So the point is: Let's keep the space restricted to 10-12 units per structure and structures by them self contained in the same measure for the sake of focousing on what is that really matters the most -- the battle, the tactics, the strategy -- huh ? Also let's us (modders) focus on enhanced behaviors, better look, effectiveless and playability of our units. Quality over quantity may I conclude.
Another thing thats got me so far tho, how would i go about makin the comp use any new thing i make rather than have to change an existing unit to get them to do it, as ive looked through files, and nearest i came was one .ini that told me the order they build the buildings, on previous game, it had one that u can tell them what to make, and how many of it to make, so i could (for some daft reason) have the comp send near enough 30 various tanks over to my lil group of tanks eager for a bit of a slaughtering, anyway, is there a mysterious .ini that gives u access to their build lists?
as for the "share knowlegde you get" thing, is fair enough, everyone needs a hand at some point, may as well get it off those that know what theyre doin rather than jus guess an make things work........been there, done that :sleep:
In order to have the AI use your units You got to mess with the scripts @ ...generals/data/scripts multiplayerscript.scb & skirmishscript.scb (those are not .ini/txt files) so the only way to do it is though WorbBuilder ( WB Map Editor) in his script section, let me say it's a bit boring aldo the "langage" it's pretty straigh forward, the recoding process is slow and dangerous 'cause WB has zero tolerance with flaws in symtax and logics. If you need more help in this subject please consult the WB Official Tutorial by EA (PDF) there you'll find some tedious explanations in how to deal with that.
The master map/ai codder in the community is RVMECH you can get in touch with his work maps/scripts at www.cncden.com
Cheers :D :rock: