Hey just a quick one, I like to mess around in skirmish against AI, having fun and seeing what mischief I can get up to. However, in the newest 3.3/3.34, I've found it impossible to build the stolen tech units, even when I give them Owner tags and decrease the tech level. Any way to get them buildable?
Allowing Grumbles/Stolen Tech units to be built anytime
#1
Posted 28 October 2018 - 05:20 AM
#2
Posted 28 October 2018 - 05:48 AM
As in without needing stolen tech? Just remove the stolen tech prereq line.
#3
Posted 28 October 2018 - 06:04 AM
As in without needing stolen tech? Just remove the stolen tech prereq line.
They don't have one, that's the problem
#4
Posted 28 October 2018 - 06:21 AM
You need to add these to make them buildable:
Just make sure the things you typed are correct and then it should work. If it doesn't, look at the ultimate alliance's ini
Edited by OfficialLolicon, 28 October 2018 - 06:22 AM.
#5
Posted 28 October 2018 - 08:17 AM
You need to add these to make them buildable:
SpoilerJust make sure the things you typed are correct and then it should work. If it doesn't, look at the ultimate alliance's ini
Pretty much this, BUT there's also one important thing: you'll have to uncheck the Stolen Tech Units flag in a game client, otherwise it will just override the changes you've made to the prerequisites.
#6
Posted 28 October 2018 - 09:00 AM
You need to add these to make them buildable:
SpoilerJust make sure the things you typed are correct and then it should work. If it doesn't, look at the ultimate alliance's ini
Pretty much this, BUT there's also one important thing: you'll have to uncheck the Stolen Tech Units flag in a game client, otherwise it will just override the changes you've made to the prerequisites.
And that, which is the most important thing of all...
#7
Posted 28 October 2018 - 12:02 PM
This should be a gameplay option tbh.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#8
Posted 28 October 2018 - 03:14 PM
#9
Posted 28 October 2018 - 06:25 PM
This should be a gameplay option tbh.
Play Ultimate Alliance then...
#10
Posted 28 October 2018 - 10:48 PM
This should be a gameplay option tbh.
Play Ultimate Alliance then...
Yep, that mode totally doesn't add more stuff that I might not want.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#11
Posted 29 October 2018 - 12:40 AM
Of course an outdated rulesmo.ini may cause problems. Things get weird when old and new files start interacting. Though not sure how to get the latest version since the rules files are locked.
#12
Posted 29 October 2018 - 03:14 AM
Assuming you’re just fighting the AI, sell the 3 MCVs you don’t care about and just have a meme match with the AIYep, that mode totally doesn't add more stuff that I might not want.
Play Ultimate Alliance then...This should be a gameplay option tbh.
#13
Posted 01 November 2018 - 09:30 AM
This should be a gameplay option tbh.
No, it shouldn't be. Break the game for yourselves if you want, but it'll never be a gameplay option for obvious reasons.
#14
Posted 02 November 2018 - 11:36 AM
I extracted the rulesmo directly from the expandmo99.mix file. It's the newest rules file. I'd never suggest for it to be a gameplay option, that would be game breaking.
Turns out it was the Stolen Tech Units client option that was preventing building. Thanks guys.
#15
Posted 02 November 2018 - 08:25 PM
Yeah, that setting overrides any changes you make. I know it's counter-intuitive, but you got to disable stolen tech for any custom changes to stolen tech prereqs to apply.
#16
Posted 23 November 2018 - 10:24 PM
On the topic of this, anyone know how to make tech centers/battlelabs/whatever is required for stolen tech to remain infiltratable even with stolen tech off?
#17
Posted 24 November 2018 - 09:17 AM
On the topic of this, anyone know how to make tech centers/battlelabs/whatever is required for stolen tech to remain infiltratable even with stolen tech off?
By adding Spyable=yes to every building.
#18
Posted 25 November 2018 - 06:23 AM
That worked, thanks.
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