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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 04-18-2003, 11:45 AM   #1 (permalink)
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Default Generals Powers

I just started looking into modding for Generals so please excuse the newbishness of the question :P

I was just wondering what INI (or other file) controls what skills are in the different factions General Trees, and if it's possible to change them.

Also, what would I edit to make the units requiring promotion (Nuke Cannon, Marauder, Paladin, etc) buildable without a Generals promotion?
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Old 04-18-2003, 12:15 PM   #2 (permalink)
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so you can build units witch need Generals promotions go in FactionUnit ini go down to the
Prerequisites

and delete Science = xx
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Old 04-18-2003, 02:31 PM   #3 (permalink)
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Thanks! Anyone know about changing the Generals abilities (Fuel Air Bomb, Cluster Mines, etc)?
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Old 04-18-2003, 03:49 PM   #4 (permalink)
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You would adjust those in the SuperWeapon.ini, & Commandbutton.ini
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Old 04-18-2003, 04:31 PM   #5 (permalink)
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I need help with this, I'm trying to get the Carpet Bomb, Terror Cell, Baikonur Rocket etc... Into the game, but whatever I try, I keep getting a Technical Error whenever starting the game. Has anyone been able to do this, or partially do this? If so, help would be appreciated cause I'm really stuck .

Cheers, Wickster.
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Old 04-18-2003, 04:38 PM   #6 (permalink)
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Carpet bomb and terror cell are easy (there are tutorial threads if you search this board)

The Baikonur rocket is tied in with a specific map. I don't think it would easily be made to work. Start with the simple ones and work your way up. By then it may be easier for you.
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Old 04-18-2003, 06:16 PM   #7 (permalink)
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I dont think you will get the Baikonur Rocket, also Wicked there is a Napalm Strikle that was made for the Chinese. Which I am sure you can find if you do a search here. They are all easy to reactivate.
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