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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 12-18-2003, 05:17 PM   #1 (permalink)
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Default quick\easy question on upgrades

hello

i am trying to make buildings that will upgrade other buildings, such as the component tower in ts. I have set all the upgrade building, and building upgradeable tags and the building and its upgrades are buildable in the game, but don't work. for example i have made the radar tower for the soviets able to be upgraded with a building that will allow the radar to become a spy sattelite, but i build the radar (it works) then build the upgrade and set it on the tower nothing happens?!

i wish i could give you the codes, but i am on a friends computer right now and mine isn't internet accessible. can anyone take a quess at what my problem is?
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Old 12-18-2003, 06:03 PM   #2 (permalink)
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the upgrading system is unavailable in ra2, i guess the only thing you can upgrade is the power plant in order to make it produce more power.
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Old 12-19-2003, 07:24 AM   #3 (permalink)
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Default Re: quick\easy question on upgrades

Quote:
Originally Posted by DeeZeL
the upgrading system is unavailable in ra2, i guess the only thing you can upgrade is the power plant in order to make it produce more power.
Not necessarily, so far I've haven't found a capturable/buildable structure that can't be upgraded in some form, although most are more trouble then their worth.

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Originally Posted by Psico
i have made the radar tower for the soviets able to be upgraded with a building that will allow the radar to become a spy sattelite, but i build the radar (it works) then build the upgrade and set it on the tower nothing happens?!
Off the top of my head, this sounds to me like you didn't include the tag:

PrerequisiteOverride=NARADR ;on your Spy Sat upgrade feature.

If the code I gave above doesn't work its because you are either missing or have an incorrect: PowersUpToLevel= in your upgrade, this tag is usually either one of these possibilities:

PowersUpToLevel=1 ; Personally I'd take this one.
PowersUpToLevel=-1 ; I'm pretty sure the above is more compatble with what you're after.
PowersUpToLevel=-2 ; you will probably have this if you copy/pasted from TS rules.md GAPOWRUP.

I'd prefer it if you posted youre rulesmd.ini entry's as I'm only guessing what code you have missed, and another thing, unless you have a new set of animations your upgraded building will appear the same as before.

Hope that helped.

I tried something similar, which had quite an attractive side effect....
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Old 12-19-2003, 08:38 AM   #4 (permalink)
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Default Re: quick\easy question on upgrades

Sorry to double-post but I decided to test a structure and upgrade based on what you're looking for, it worked fine, but....

Adding the PrerequisiteOverride=NARADR tag will mean you won't be able to train anything that needs a prerequisite as NARADR because to YR, that building no longer exists once you over-write it.

But there is a cheeky little way by cloning any and all units who require NARADR and give them [upgrade name] prerequisite, or of course re-building a NARADR.... (but in some cases where structures with build-limit of 1 can complicate anyone new to this).

I'm pretty sure I've got a working formula for something simliar to the Age of Mythology branching tech-tree (where you chose a God which upgrades certain units over others). In this simplified case choosing to upgrade either research buildings, i.e. war factory, barracks or defence building.
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Old 12-19-2003, 09:16 AM   #5 (permalink)
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Just to prevent horrible mistakes: I never got that stuff to work. I ended up putting in about 30 structures for the technologies, realized the AI couldn't handle it, and took a week to get that stuff back out...:/
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Old 12-19-2003, 11:32 PM   #6 (permalink)
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thanx, il tryit. sorry i couldn't post the code, but stuff happens sometimes.

and about the ai not handling it; i don't care, the mod is for my friends and i to play over my home lan network. but it should, afterall the game runs 90% or so off the ts engine, you should only need to set the building options and fool around with the ai scripts, should you?? i don't know, you probably already tried that.

thanx agian.
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