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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 07-30-2003, 12:19 PM   #11 (permalink)
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Thanks! Thats been bugging me for ages!
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Old 07-30-2003, 12:20 PM   #12 (permalink)
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Besides, if i was gonna have 5 completely different sides, i'd make the sidebar and voices the same for Yuri, Allies and Soviet
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Old 07-30-2003, 12:25 PM   #13 (permalink)
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yeah it taks shitloads of work to make a 'pure feeling' new side.
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Old 07-30-2003, 12:31 PM   #14 (permalink)
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Lol, if you used Voxel editor... you could create a new toy side... considering when i make voxels on ve they seem to end up looking like toys :P
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Old 07-30-2003, 05:02 PM   #15 (permalink)
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Quote:
Originally Posted by Sephectja
So you just change the owner= of the AMCV to 1 side and create a new mcv for another team and so on.

e.g.
[AMCV]
owner=americans

[NEWMCV]
owner=*some other allied team*

would that work?
Adding a new MCV is impossible. If you do so, and leave "short game" on, you instantly explode, if you don't leave it on, it will work fine for you, but the AI won't work correctly.
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Old 07-31-2003, 06:21 AM   #16 (permalink)
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To make an new MCV you have to do the following things

First make an new MCV with owner=your house
Delete the owner=your house from the old MCV.
Add your MCV to the baseunit list

Make an new CY and do the same owner stuff as you did on the MCV
Ad your CY to the AIlist so the AI will deploy it.

For new power you also have to edit the owner tags.

You'll encounter the following problems:
Like renegade said the Radar and pause menu will be in the old style (Depending on your house Allied,Soviet or Yuri)
The short game can only be played with the 3 MCV's that are at the beginning of the baseunit list the others will be destroyed.
The AI will also have to be edited a lot because the AI will see your units as the owner of the Allied house and because you cant say its only buildable for your House (coz else you can't capture the MCV) Instead of that you'll have to edit the owner again and you'll have to edit the AI(MD).ini document

I hope this is clear about adding new houses
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Old 08-01-2003, 03:57 AM   #17 (permalink)
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Hm.... thats an idea, you start with 2 mcv's, Allied MCV & House mcv, the allied mcv gives the basic technologies, and the house mcv gives the house techno's. The technology you get from allied, soviet and yuri mcv will all be the same. Howzat for a workaround, and another thing, is there a way to disable short game?

[Edit]

I will also change all the sidebars to look the same for all sides, same with the voices.
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Old 08-01-2003, 04:39 AM   #18 (permalink)
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Sorry to tell but you can only have 1 MCV to start with
I you made 2 to start for the same house 1 of them would be seen as a tank. That means you could get 5 or you could get 1
And for as far as I know short game can't be disabled (only beeing unchecked at the menu
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Old 08-01-2003, 07:01 AM   #19 (permalink)
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Simply give it up...there's no way to do it good...you can only use an excessive amount of ForbiddenHouses-Tags...that's what I did...in TD (my mod), the Star Forces start with an Allied MCV - but the only "real" allied thing they can build is the Allied Power Plant (which is to prevent internal errors) - besides that, they can build the Star Force ConYard (which of course undeploys into a Star Force MCV) and the Star Force Power Plant; the SF CY is the thing you need for the rest of the buildings...download TD to see it live...
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Old 08-01-2003, 08:16 AM   #20 (permalink)
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I allready played it , I like the idea. Instead of setting up a new base... you just migrate to a new area :P
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