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Fri, 2010-04-30 23:41
Hi-o there, I'm creating a map, and would like to do as the subject suggests, i'm sure i remember doing this in TS, but i cannot remember how. Could anyone please assist?
Sat, 2010-05-01 12:27
#2
Should I open the map file with wordpad and add it to the end? I did that and didn't notice much difference after lowering the parameters.
Thanks for your help
Thanks for your help
Sat, 2010-05-01 14:33
#3
Either to the start or to the end, shouldn't matter as far as I know.
How much did you change the values? For example, I used Growth=3300 in City in Conflict to make tiberium grow slower. Also, you should use the same value for both Growth and Spread for the best effect.
If you want to confirm that it works, put both Growth and Spread to 5 and see what happens
How much did you change the values? For example, I used Growth=3300 in City in Conflict to make tiberium grow slower. Also, you should use the same value for both Growth and Spread for the best effect.
If you want to confirm that it works, put both Growth and Spread to 5 and see what happens
Sat, 2010-05-01 14:55
#4
I put them both to 10 earlier and only saw only marginal growth increases
Sat, 2010-05-01 17:01
#5
Odd that doesn't work... try using FinalSun's INI editor instead of copy/pasting directly into the map. This way you can't have any errors regarding where you pasted the code. If that still doesn't work, make sure that you are not misspelling the keys.
Sat, 2010-05-01 17:14
#6
Thanks, where can i find the INI editor?
Items are definitely spelled correctly, i'm copy/pasting
Items are definitely spelled correctly, i'm copy/pasting
Sat, 2010-05-01 17:26
#7
Have "beginner mode" disabled, and go to Edit-->INI Editing. In this window, add a section entitled "Riparius". Then, add the two keys "Growth" and "Spread" with the desired values.
Here is the code for Tiberium Riparius in Rules_DTA
[Riparius]
Name=Tiberium Riparius ; Name of the tiberium
Image=1 ; don't mess with this for a map's INI file
Power=40 ; Either explosive power or infantry damage (not sure)
Value=25 ; Credit value per "bail"
Growth=2200 ; Growth Rate (i.e. get thicker), smaller means faster
GrowthPercentage=2 ; Percentage of all tiberium of this type on the map that will grow simultaneously
Spread=2200 ; Spread Rate (i.e. tiberium field gets larger), smaller means faster
SpreadPercentage=2 ; Percentage of all tiberium of this type on the map that will spread simultaneously
Color=NeonGreen ; Color of the Tiberium
Here is the code for Tiberium Riparius in Rules_DTA
[Riparius]
Name=Tiberium Riparius ; Name of the tiberium
Image=1 ; don't mess with this for a map's INI file
Power=40 ; Either explosive power or infantry damage (not sure)
Value=25 ; Credit value per "bail"
Growth=2200 ; Growth Rate (i.e. get thicker), smaller means faster
GrowthPercentage=2 ; Percentage of all tiberium of this type on the map that will grow simultaneously
Spread=2200 ; Spread Rate (i.e. tiberium field gets larger), smaller means faster
SpreadPercentage=2 ; Percentage of all tiberium of this type on the map that will spread simultaneously
Color=NeonGreen ; Color of the Tiberium
Sat, 2010-05-01 18:09
#8
Thanks, I appreciate the detailed explanation. I followed the directions to the letter and i still don't really see any difference, even with settings of 5.
Also colour doesn't work, but i assume that's down to the non-standard tiberium image.
Also colour doesn't work, but i assume that's down to the non-standard tiberium image.
Sat, 2010-05-01 18:41
#9
Hmm. Seems that you're having a problem similar to one I had with light posts earlier... try pasting this into the very top of the map. (Note that the green tiberium will fill the map very quickly if this works)
[Tiberiums] 0=Riparius 1=Cruentus 2=Vinifera 3=Aboreus [Riparius] Name=Tiberium Riparius Image=1 Power=40 Value=25 Growth=10 GrowthPercentage=100 Spread=10 SpreadPercentage=100 Color=NeonGreen [Cruentus] Name=Tiberium Cruentus Image=2 Value=70 Growth=10000 GrowthPercentage=0 Spread=10000 SpreadPercentage=0 Power=10 Color=NeonBlue Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 [Vinifera] Name=Tiberium Vinifera Image=3 Value=40 Growth=5000 GrowthPercentage=1 Spread=5000 SpreadPercentage=1 Power=100 ; 10 Color=NeonBlue Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 [Aboreus] Name=Tiberium Aboreus Image=4 Value=30 Growth=10000 GrowthPercentage=1 Spread=10000 SpreadPercentage=1 Power=10 Color=NeonBlue Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4
Sat, 2010-05-01 21:15
#10
That worked perfectly, thank you very much my friend
Sun, 2010-05-02 03:32
#11
Ah, now I see. Not sure why that worked, but a similar method should also work for adding code to change other things in Rules.ini. Maybe you always need to have a Type List...
...and yet you don't seem to need to do that when changing the rules in singleplayer maps.
...and yet you don't seem to need to do that when changing the rules in singleplayer maps.
Sun, 2010-05-02 15:49
#12
I suppose single player maps read directly from the Rules.ini which is specific to everyone's installation, whereas multiplayer maps are designed to be transmitted to people who may have differing Rules.ini files.
Sun, 2010-05-02 16:38
#13
That's weird, because I've confirmed that the tiberium grows slower in City in Conflict.. and I also tested the same code with Enemy Lines (with a value of 10 though, tiberium filled the whole map in a few minutes).
The game won't let you play in multiplayer if everyone doesn't have the same version of the Rules.ini file.
Nice to hear that you got it to work though.. I quess the percentages had to be raised too, and it could also depend on the terrain in your map.
I suppose single player maps read directly from the Rules.ini which is specific to everyone's installation, whereas multiplayer maps are designed to be transmitted to people who may have differing Rules.ini files.
The game won't let you play in multiplayer if everyone doesn't have the same version of the Rules.ini file.
Nice to hear that you got it to work though.. I quess the percentages had to be raised too, and it could also depend on the terrain in your map.
Sun, 2010-05-02 18:49
#14
TS is a strange engine, do you know, after a period of straight gameplay, the engine will apparently 'forget' to reset the tiberium spread timers, and on lower growth-speed settings, tiberium will cease to spread after this time period until a save is made and then re-loaded
Sun, 2010-05-02 20:50
#15
Not to mention that if a tiberium cell is fully grown, it won't grow back by itself. It's amazing how many bugs there really are in TS.
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[Riparius]
Growth=2200
Spread=2200
And change the numbers as you want. The smaller the number for Growth=, the faster the tiberium grows from the trees.
Spread= is for the tiberium spreading to adjacent tiles, however changing this number doesn't affect it much because only fully grown tiberium patches can spread.
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