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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 02-18-2006, 09:09 PM   #11 (permalink)
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Okay, that techlevel-1 is definitely something that'll help me when it comes to AI building structures and stuff... but I guess I've come across another problem...

The task force I have for building a miner is 3... I only did that so I could really notice if they used that task force... I do NOT have a task force for building 1 miner, yet for some reason, only one miner comes out of the war factory, and then they go right to tanks. WTF!
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Old 02-19-2006, 12:51 AM   #12 (permalink)
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I believe that making one harvester right at the start is hardcoded.
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Old 02-22-2006, 12:30 PM   #13 (permalink)
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About the deso.... make a clone of the deso, non-deployer, with Primary=RadEruptionWeapon and edit it's sequence like FireUp=... ( the Deploy frames ). When attacking, these Desolators will look like it's "deploying" and irradiate area, but they will never use the RadCannon...
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Old 02-22-2006, 12:51 PM   #14 (permalink)
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Thank you very much baraka, I'll give that a try!
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Old 02-24-2006, 08:02 AM   #15 (permalink)
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Let me know - did it worked ? I never tryied, but I see no problem... maybe just the quick deploy / undeploy ? Anyway... may I suggest that beside TechLevel=-1, also add to booth [DESO] and [DESOCLONE] ImmuneToPsionics=yes ( so the humans can NEVER own this pseudo-Desolator... )
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