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campaign-only in skirmish personal modifcation (for private use)


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#21 Atomic_Noodles

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Posted 17 April 2014 - 10:55 AM

Can I ask if rules.ini editing is now ok? Because i also have one. But I will not release it to the public ;)

 

Release it already. If anything I'd probably use one to pump the stats of whatever side i'm playing on the campaign so I can finally read whatever little plot the missions have.


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#22 Psionic Psychic

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Posted 17 April 2014 - 11:26 AM

 

Can I ask if rules.ini editing is now ok? Because i also have one. But I will not release it to the public ;)

 

Release it already. If anything I'd probably use one to pump the stats of whatever side i'm playing on the campaign so I can finally read whatever little plot the missions have.

 

I can't. That might get me and all other people who have the ini file in trouble. But if Speeder approves, then we will release it :)


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#23 Atomic_Noodles

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Posted 17 April 2014 - 01:42 PM

Right and you sending it out to people who ask of it isn't practically the same? -_-

 

Once BR2 rolls out those INIs will become redundant anyway on some stuff like the new stuff added in.


Edited by Atomic_Noodles, 17 April 2014 - 01:42 PM.

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#24 X1Destroy

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Posted 17 April 2014 - 06:27 PM

Actually I'm the one who started this sharing mess. But anyone can search for it on google so........

But now since it's no longer a secret, I will upload it here in open for all people who want it.


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#25 Meyerm

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Posted 17 April 2014 - 07:10 PM

The Stolen Soviet MCV (stolen tech version) has chronoshift ability. Not sure if that's your doing (I never edited that unit in the rules.ini you gave me) or a wierd bug. Just thought I'd point that out XD

 

I backed up two of my own custom modifications. One is just colors (I swapped out about 5 different skirmish colors I didn't quite fancy), and I'm working on another that's supposed to give Soviets all the stuff they had before Yuri's defection. Though I can't use the actual psicorps trooper, Epsilon adept and squid were easy to move over (though Epsilon AI players oddly can still train them). I figured I could do without coling vats and psychic sensor, but the psychic beacon, which IS in the file, is oddly still unobtainable. What are the conditions that make the beacon buildable in Peace Treaty?



#26 X1Destroy

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Posted 17 April 2014 - 08:59 PM

That's not possible. I didn't do a damn thing to the stolen MCVs. Can you check the vehicle codes?

I must have given you the wrong link again.
 


Edited by X1Destroy, 17 April 2014 - 09:03 PM.

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#27 switchblade16

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Posted 18 April 2014 - 02:36 AM

I'll privately share a proper configuration for the Psychic Beacon, Sensor, Soviet Era cloning vats, and psi corps trooper. You'll know how to properly build em.

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#28 Psionic Psychic

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Posted 18 April 2014 - 03:18 AM

Right and you sending it out to people who ask of it isn't practically the same? -_-

 

Once BR2 rolls out those INIs will become redundant anyway on some stuff like the new stuff added in.

 

I did not share it -_-

 

Anyway you can download it online with a search on Google with the keyword "rulesmo.ini". 


Edited by Psionic Psychic, 18 April 2014 - 03:25 AM.

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#29 Solais

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Posted 18 April 2014 - 08:07 AM

You know you have an influential project when people start modding the mod. :p


Edited by Solais, 18 April 2014 - 08:08 AM.


#30 Meyerm

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Posted 24 April 2014 - 04:10 AM

What's that utopia vehicle in the ini? Looks like Yuri's personal drag racer. XD



#31 Acceleratio

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Posted 03 June 2014 - 03:54 PM

Is it also possible to mod the healing outpost into the skrimish mod? Id really love to have this thing.



#32 Meyerm

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Posted 03 June 2014 - 09:23 PM

Only stuff that's already present in the game files. In other words, no new content for BR2 will be available until the official version of BR2 is released.



#33 X1Destroy

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Posted 04 June 2014 - 11:49 AM

Is it also possible to mod the healing outpost into the skrimish mod? Id really love to have this thing.

Search for [NAHOSP] in the rules, then change TechLevel=11 to 10, 9 or whatever except 0 or -1.

Done.


Edited by X1Destroy, 04 June 2014 - 11:50 AM.

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#34 Acceleratio

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Posted 04 June 2014 - 01:57 PM

 

Is it also possible to mod the healing outpost into the skrimish mod? Id really love to have this thing.

Search for [NAHOSP] in the rules, then change TechLevel=11 to 10, 9 or whatever except 0 or -1.

Done.

 

Thank you alot for your helping! Now i already tried to extrac the rules.ini but the so far I am only able to extrac the basic yuris revenge rules ini.  There are no mental omega units listet there. I know i am a total noob in this area. Where do I find or extrac the rules ini for the actual mod? I am a little lost here :) 



#35 Meyerm

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Posted 04 June 2014 - 09:41 PM

Dumb me, I thought you meant the field hospital in BR2. Yeah, that was one of the first custom modifications I made. To answer your question, I too have come up dry on attempts to directly extract the rules file, but a number of people who have succeeded have produced downloadable versions of the default morules.



#36 Acceleratio

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Posted 05 June 2014 - 05:21 PM

 

Is it also possible to mod the healing outpost into the skrimish mod? Id really love to have this thing.

Search for [NAHOSP] in the rules, then change TechLevel=11 to 10, 9 or whatever except 0 or -1.

Done.

 

THANK YOU! 



#37 Meyerm

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Posted 05 June 2014 - 09:08 PM

That's the most simple kind of change though. For others you have to add/change prereqs, owner, forbiddenhouses, etc. Those kinds of edits can have interesting results however, like working ra1 base defenses and superweapons.






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