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Allowing Grumbles/Stolen Tech units to be built anytime


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#1 Tgspy

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Posted 28 October 2018 - 05:20 AM

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?



#2 Meyerm

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Posted 28 October 2018 - 05:48 AM

As in without needing stolen tech? Just remove the stolen tech prereq line.



#3 Tgspy

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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 OfficialLolicon

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Posted 28 October 2018 - 06:21 AM

You need to add these to make them buildable:

Spoiler

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.

Currently playing the Touhou Series

 

You can use mission units in MO here

 

Spoiler

 


#5 Terminal Velocity

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Posted 28 October 2018 - 08:17 AM

You need to add these to make them buildable:

Spoiler

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

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.


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https://drive.google...BIYEYXz7u8KCAMr

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#6 OfficialLolicon

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Posted 28 October 2018 - 09:00 AM

 

You need to add these to make them buildable:

Spoiler

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

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...


Currently playing the Touhou Series

 

You can use mission units in MO here

 

Spoiler

 


#7 Divine

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Posted 28 October 2018 - 12:02 PM

This should be a gameplay option tbh. 


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
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#8 Polaris Starnor

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Posted 28 October 2018 - 03:14 PM

If it becomes an option then the soviets win by default

#9 Revan0123

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Posted 28 October 2018 - 06:25 PM

This should be a gameplay option tbh. 

Play Ultimate Alliance then...



#10 Divine

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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.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#11 Meyerm

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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 Polaris Starnor

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Posted 29 October 2018 - 03:14 AM

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.
Assuming you’re just fighting the AI, sell the 3 MCVs you don’t care about and just have a meme match with the AI

#13 Petya

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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 Tgspy

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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 Meyerm

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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 Meyerm

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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 Terminal Velocity

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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.


MO2.0 Ares Port (Beta):

https://drive.google...BIYEYXz7u8KCAMr

My maps:


#18 Meyerm

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Posted 25 November 2018 - 06:23 AM

That worked, thanks. 






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