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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 12-21-2004, 03:26 AM   #1 (permalink)
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Default Garrison space affected by transportslot?

Is there any way to separate these two values? For instance, as an anti-turtler move, I would like missile infantry to take only one spot in a transport, but two in a structure.
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Old 12-21-2004, 05:29 AM   #2 (permalink)
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AFAIK, no - but it would be nice if I could be proven wrong
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Old 12-22-2004, 06:05 PM   #3 (permalink)
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Actually, I believe that the GarrisonContain module ignores TransportSlotCount. Even if this is the case, though, then unfortunately you still can't do what you suggested as the missile infantry would still take only 1 slot in a structure.

But if you want to weaken the Bunker, then I suppose you could start with doubling (or tripling?) the build time.
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Old 12-22-2004, 11:18 PM   #4 (permalink)
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Crap...

There HAS to be a way for infantry to take more than one space while garrisoned.
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Old 12-23-2004, 08:53 AM   #5 (permalink)
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You could make the missile defender take 2 slots ( assuming that will actually work in buildings - CommieDog suggests otherwise ), and then increase the volume of the transports to accommodate by a multiplier of around 1.5 - to prevent too mant cheap units fitting in while still accommodating the larger units. But the exact number could be taken from playtesting.

Other than that, like I say I can't see another way of doing it.
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