View Full Version : Championing GDI only Mods
Badploy
10-04-2007, 01:51 PM
Just that!!
Has anyone considered Modding just the GDI Faction only?
The only one to do anything so far has been with the GDI APC Mod.
There must be others out there!!!
Badploy
01-24-2008, 06:12 PM
Hello all
Anyone here work out the way to increase the number of units one can garrison in a building? I would be amused to know if it is possible....
I have tried... Sigh... That is when I left the scene for a bit....
Trying to make a come back. Hee hee!! Bring back the Fun!!
Sedistix
01-24-2008, 06:46 PM
I did, and then didn't stop. I started modding CNC3 with the GDI, then the Scrin, and then the NOD. Afterward many, many online games with a few friends and a few betas. I've balanced them all out with one another pretty well. So as it is now, my soon to be released mod is sorta like this: Everything has more health, and deals more damage. Spicing it up with something different, I also changed it so that all special weapons are removed. All ya have are your units and wits. Unlike most other mods out there where they beef them up to 'endgame' status.
I find it makes the game interesting and strategic in a different kind of way.
So as it stands now, I'm technically working on a turtler's mod, but even before finishing this one. I'm considering a mod that's quite the opposite.
(As for the garrison question, you have to edit several files for that to work.)
Badploy
01-30-2008, 08:46 PM
Keep up the good work there Mate. I can see that you and many other folks have been busy.
Kudos to all the good Modding Folks and Creative Geniuses like yourself that keep this game alive.
Mighty BOB!
02-09-2008, 10:38 PM
Most garrisonable structures inherit their # of garrisonable units (3) from BaseCivilianStructure.xml; however ASBarn02.xml, DCBarr01.xml, DCBBrn01.xml, DCBBun02.xml, DCBHan01.xml, DCBSil01.xml, and DCBTow01.xml have it defined specifically in the file to limit the count to 2 instead of 3.
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