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Trying to play without superweapons and superunits


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#1 Rudi5

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Posted 05 March 2018 - 04:07 PM

Hello,

 

I used to set the timers for superweapons to 9999999 in the specialpower.ini for the original C&C Generals ZH.

 

But it's always been a pain to figure out which parts of the file needs that modifying. Especially with mods! 

 

I think the superweapons and superunits don't add to my personal play style so I always extend the timers in the specialpower.ini.

 

Now I managed to find a handful in the .ini file, and extended the timers, but I might be missing a couple because I can't make out what superweapon is what.

 

I was also wondering if you could tell me in which file the superunits code is stored? Like superweapons are in the specialpower.ini.

 

I'd like to modify those too, probably set the pricing to a million or something.

 

Or are there easier ways to disable superweapons and superunits for this game?

 

Thanks :D


Edited by Rudi5, 06 March 2018 - 11:22 AM.


#2 predator_bg

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Posted 06 March 2018 - 10:18 PM

Hello.

Super unit codes are stored inside Data\INI\Object\*NameOfGeneral*.ini files. Example with Karkadann: AssaultGeneral.ini. Search for "Aslt_GLATankDestroyer", then keep searching down for "BuildCost" and "BuildTime".

Some new super weapons I can name right away are: SuperweaponEMPStorm, SuperweaponStrategicBombing and SuperweaponNuclearStorm.



#3 Rudi5

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Posted 07 March 2018 - 11:18 AM

Hello, thanks for that info. :)

 

Do you have any suggestions for preventing the superunits from being built? I mean I tried setting the pricing real high to like $999999 but the game crashes upon boot when I try to run the mod. 'Technical difficulties'. I put the modified General files into an 'Objects' folder and put it in the 'INI' folder in the Zero Hour folder. But apparently that doesn't work. Even tried adding them to the Contra009BETA2 file with FinalBig Editor, but same crash.

 

Someone on another forum suggested removing the command buttons in the CommandButton.ini file, but when I removed all portions of related code to e.g. Airforce General and Assault, it also crashed upon game start.

 

Setting the superweapon timers to 9999999 worked just fine using the Specialpower.ini and putting it into the INI folder. But the superunits are exactly what I'd like to prevent from being build.

 

If you have any suggestions, that'd be greatly appreciated :)



#4 predator_bg

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Posted 07 March 2018 - 06:12 PM

What does the ReleaseCrashInfo.txt (located in C:\Users\Username\Documents\Command and Conquer Generals Zero Hour Data) say?



#5 Rudi5

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Posted 09 March 2018 - 09:29 AM

Hi, I found the crash file, but I just want to say in advance that I managed to disable both superweapons and super units. I disabled the SWs my old fashioned way, by setting the timers to 9999999.

 

For the superunits I got a tip on another forum (CNC Labs) where they told me you could simply remove the buttons in the CommandSet.ini (extracted from Contra009BETA2.ctr) so that no one can build the unit.

 

I believe these are the names of the current Contra BETA2 superunits:

 

Airforce: SuperBomber
Assault: TankDestroyer
Checmical: Cobra
Cybernetic: Fafnir
Demo: NukeBombTruck
Flame: TBMortar
Infantry: BattleFortress
Laser: Penetrator
Nuke: SuperNukeCannon
Stealth: GLATankSniper
Superweapon: Saturn
Tank: SuperOverlord
 
Thanks.


#6 predator_bg

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Posted 09 March 2018 - 10:56 AM

Good. Cyber's super unit is called "Cybr_AmericaMechSeraphim". Fafnir is the older super unit, now unused.






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