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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 10-16-2004, 05:26 AM   #1 (permalink)
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Default limit on adding generals

hi, I know generals and zh got a limit for we add upgrades, add sciences buttons and ohers limits, and i also heard got limit for 12 generals on challenge mod, now what I want to know is, just this, how many INgame generals can it have..., I mean how many factions (usa laser, us air, china infatry and etc)

because I have sucefully added 3 sides to my mod and now I want create 3 generals to each, but before i start code all i wanted to know how many factions is possible it have, since right now i got 15 (usa + 3 generals, china + 3 generals gla + 3 generals + 3 new sides) and ofcourse plus the civilian and observer, anyways does ZH realy have a limit to add this??
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Old 10-16-2004, 01:20 PM   #2 (permalink)
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I can't picture any limit to the actual number of factions possible but there are only 12 Challenger slots so getting your custom portraits and Faction strings to work will be limited.

The rest of the factions will have a blank loading screen which kinda takes out the fun abit.
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Old 10-16-2004, 02:27 PM   #3 (permalink)
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hmm, well as long it doesn't have a Faction limit, i can take care of rest without probs
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Old 10-17-2004, 12:00 PM   #4 (permalink)
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Now this is what i want to know,will the AI build your new factions or will they just sit there when you select them as skirmish enemies?

I have seen some mods with really nice units and features,only to find out that none of the new factions or the new units even work.

So far the only mod that i have that uses most of the new units [ but not all like the GLA airfield] is the Contra mod.
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Old 10-17-2004, 03:19 PM   #5 (permalink)
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well i'm making a personal mod, not public mod, all what will be public will be the MODELs i do, and with a readme text inside the zip giving credits to the ppl who skinned them, since i don't know skin yet, anyways what i'm planing to do is a singleplayer/multiplayer mod, is all almost done, just need to think in a new super weapon for france, and make the prism tower working, well the prism don't work like in RA2 (where hit 1 tank then would hit others on same time) but works good, at least for what i wnated, shoots a powerfull laser that makes the infantry disapear :P and tanks with 2 hits explode , now about ur question, my mod will be singleplayer and mutliplayer and so i'll need configure it's AI, but right now i prefer finish the remaining models/code and only then pass to final step, configure AI anyways i made USA China GLA and others 3 factions HAVE all that it's generals have, so case the faction be limited on the AI thing i won't have a prob, just might remove the generals (for example the BOSS general) in the normal challenge is 9 fights we do now game got 6 faction so in last cae it will be just 5 fights (case i remove generals )

but what i wnated to know on this topic was how many factions/generals coudl ZH suports, before i start create generals for new factions

hope have answered you
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Old 12-26-2004, 10:21 AM   #6 (permalink)
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My created own mod has 34 generals and there is no problem and I whant to add 3 new generals.
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Old 12-26-2004, 08:25 PM   #7 (permalink)
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34 Generals all selectable at the same time? Impossible.
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Old 12-27-2004, 11:05 AM   #8 (permalink)
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without AI, you can add as many as you like, but in script, there is a limit of 14(include the observor).
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Old 12-27-2004, 03:33 PM   #9 (permalink)
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Oh, but without the AI what fun is that?
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Old 12-28-2004, 04:17 PM   #10 (permalink)
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If you can create the AI for this generals you are a GOD to me but you can't ...Yes I can play with all 34 generals but only against the original ZH generals witch have scripts (Toxin, Nuke general etc)
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