View Full Version : Superweapons
TheAvelon
06-08-2008, 08:26 AM
Hi. Absolutely loathe superweapons. They ruin the game when you're trying to play against the AI, especially when you're something like, oh, stealth general. What's the point? They know where your buildings are without needing to scan first and the SCUDs/Nukes ensure that your buildings will be fully visible (taking damage from the toxins/fallout) for their forces to mop up, and you can't even repair them during this time. The particle cannon is mainly just a petty annoyance.
So, I want to make a mod for my personal use which removes the superweapons from the dozers/workers' build lists and moves the Chinese nuke upgrades to the propaganda center. I don't know where to start. Could someone please help me?
Initially posted in the Discussion board...oops.
EDIT2: No, I don't have any idea which INI files to edit but I do have access to the INI files. Still need help, please?
EDIT3: Simply making it impossible to build one suffices for me. I don't mind if it's still in the list of buildable objects.
apple23
06-09-2008, 08:05 PM
First off, i would like to start by saying that if they are kicking your ass with superweapons, build a superweapon before they do, possibly even build two so you can destroy thiers with yours.
If you still wish to disable superweapons, however, here's how to do it:
Go to the CommandSet.INI file. Find the America and china dozer and the GLA worker's commandsets, and remove the line that contains the button with the command to construct that side's superweapon. I am not 100% sure that will keep the AI from making them, though. If that dosen't work, go into factionbuilding.INI and find a way to make the superweapons themselves unbuildable. Basic stuff, really. I'm still semi-noob to modding generals and i figured all that out in one day of screwing around with the game files.
Oh, and another note: don't make a mod that disables superweapons in multiplayer... If you top that off with a no-rush rule you get the perfect recipe for a very long and boring game of massing defences, massing units, and more massing.
Kodan
06-11-2008, 04:25 PM
Yes. CommandSet.ini is all you need. HOWEVER.
You will have to go one step further for all China's, because their Nuke Silo allows them to upgrade Tank Speed/Power, Nuke bombers(Nuke Gen) and Neutron Shells. Moving them will break the AI. I tried it once, moving them to the propaganda center myself, and they NEVER upgraded them.
So. Instead of actually disabling the nuke silo, you can just disable the Nuke ability.
To start, you need to download a program called 'XCC Mixer'. This allows you to extract the files required.
After downloading, open it. Go to your Zero Hour directory and find 'INIZH.big', double click it to open it.
Now, scroll down this list looking for CommandSet.ini, right click it, and select 'Extract' and put it in a folder.
Look for the following line:
CommandSet AmericaDozerCommandSet
Scroll down to number 6, for the Particle Cannon, and put a ; on the left of it, this will disable it. Like this:
; 6 = Command_ConstructAmericaParticleCannonUplink
Now that you have the basic gist of it, I won't do that anymore.
CommandSet GLAWorkerCommandSet
; 8 = Command_ConstructGLAScudStorm
CommandSet ChinaNuclearMissileCommandSet
; 1 = Command_NeutronMissile
CommandSet ChinaNuclearMissileCommandSetUpgrade {Nuke Silo w/ basic mines}
; 1 = Command_NeutronMissile
CommandSet GC_Slth_GLAWorkerCommandSet
; 6 = GC_Slth_Command_ConstructGLAScudStorm
CommandSet AirF_AmericaDozerCommandSet
; 6 = AirF_Command_ConstructAmericaParticleCannonUplink
CommandSet Demo_GLAWorkerCommandSet
; 8 = Demo_Command_ConstructGLAScudStorm
CommandSet Slth_GLAWorkerCommandSet
; 8 = Slth_Command_ConstructGLAScudStorm
CommandSet Chem_GLAWorkerCommandSet
; 8 = Chem_Command_ConstructGLAScudStorm
CommandSet Nuke_ChinaNuclearMissileCommandSet
; 1 = Nuke_Command_NeutronMissile
CommandSet Nuke_ChinaNuclearMissileCommandSetUpgrade
; 1 = Nuke_Command_NeutronMissile
CommandSet SupW_AmericaDozerCommandSet
; 6 = SupW_Command_ConstructAmericaParticleCannonUplink
CommandSet Infa_ChinaNuclearMissileCommandSet
; 1 = Command_NeutronMissile
CommandSet Infa_ChinaNuclearMissileCommandSetUpgrade
; 1 = Command_NeutronMissile
CommandSet Lazr_AmericaDozerCommandSet
; 6 = Lazr_Command_ConstructAmericaParticleCannonUplink
CommandSet Tank_ChinaNuclearMissileCommandSet
; 1 = Command_NeutronMissile
CommandSet Tank_ChinaNuclearMissileCommandSetUpgrade
; 1 = Command_NeutronMissile
Edit: I forgot. After you're done, save the file (Obviously) and place it in your Zero Hour directory.
In the Data -> INI folder.
apple23
06-11-2008, 04:51 PM
Yes. CommandSet.ini is all you need. HOWEVER.
You will have to go one step further for all China's, because their Nuke Silo allows them to upgrade Tank Speed/Power, Nuke bombers(Nuke Gen) and Neutron Shells. Moving them will break the AI. I tried it once, moving them to the propaganda center myself, and they NEVER upgraded them.
So. Instead of actually disabling the nuke silo, you can just disable the Nuke ability.
To start, you need to download a program called 'XCC Mixer'. This allows you to extract the files required.
After downloading, open it. Go to your Zero Hour directory and find 'INIZH.big', double click it to open it.
Now, scroll down this list looking for CommandSet.ini, right click it, and select 'Extract' and put it in a folder.
Look for the following line:
CommandSet AmericaDozerCommandSet
Scroll down to number 6, for the Particle Cannon, and put a ; on the left of it, this will disable it. Like this:
; 6 = Command_ConstructAmericaParticleCannonUplink
Now that you have the basic gist of it, I won't do that anymore.
CommandSet GLAWorkerCommandSet
; 8 = Command_ConstructGLAScudStorm
CommandSet ChinaNuclearMissileCommandSet
; 1 = Command_NeutronMissile
CommandSet ChinaNuclearMissileCommandSetUpgrade {Nuke Silo w/ basic mines}
; 1 = Command_NeutronMissile
CommandSet GC_Slth_GLAWorkerCommandSet
; 6 = GC_Slth_Command_ConstructGLAScudStorm
CommandSet AirF_AmericaDozerCommandSet
; 6 = AirF_Command_ConstructAmericaParticleCannonUplink
CommandSet Demo_GLAWorkerCommandSet
; 8 = Demo_Command_ConstructGLAScudStorm
CommandSet Slth_GLAWorkerCommandSet
; 8 = Slth_Command_ConstructGLAScudStorm
CommandSet Chem_GLAWorkerCommandSet
; 8 = Chem_Command_ConstructGLAScudStorm
CommandSet Nuke_ChinaNuclearMissileCommandSet
; 1 = Nuke_Command_NeutronMissile
CommandSet Nuke_ChinaNuclearMissileCommandSetUpgrade
; 1 = Nuke_Command_NeutronMissile
CommandSet SupW_AmericaDozerCommandSet
; 6 = SupW_Command_ConstructAmericaParticleCannonUplink
CommandSet Infa_ChinaNuclearMissileCommandSet
; 1 = Command_NeutronMissile
CommandSet Infa_ChinaNuclearMissileCommandSetUpgrade
; 1 = Command_NeutronMissile
CommandSet Lazr_AmericaDozerCommandSet
; 6 = Lazr_Command_ConstructAmericaParticleCannonUplink
CommandSet Tank_ChinaNuclearMissileCommandSet
; 1 = Command_NeutronMissile
CommandSet Tank_ChinaNuclearMissileCommandSetUpgrade
; 1 = Command_NeutronMissile
Actually you can get the AI to purchase custom upgrades. I do it all the time. But for a person that is new to modding generals, this is probably the best course of action.
Kodan
06-12-2008, 01:18 AM
Really? I've never got upgrades to work with the base AI. >_>
If I even changed the position of the upgrade, I found it broke them.
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