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Adrian_Messecar

Fedaykin
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Everything posted by Adrian_Messecar

  1. My guess would be that the game code/data for this unit lacks the code/data required for player control of the unit, maybe in the XBF file. I've tried many times to get many units to shoot (by adding turrets, bullets, etc. in the Rules.txt and ArtIni.txt files), but if the original unit didn't shoot, the new unit either didn't shoot or crashed the game when it tried to shoot or was built.
  2. I've completed my 3rd version of my Emperor Fast Units Mod (with 3 new units and 3 new weapon and 1 new explosion graphics). Also, I was planning on preparing a tutorial about adding new graphics (limited to what I know now, of course). But the Dune Editing website where Mods, tutorials, etc. have been uploaded before hasn't been updated for a long time now, so I hope someone can either get the Dune Editing problems resolved, or let me know of another website to upload mods, files, etc.
  3. To build the Quad: In the Rules.txt file, you need to set which house or subhouse builds the Quad and what building builds the Quad. Example: House = Atreides PrimaryBuilding = ATFactory In the Artini.txt file, you need to remove the line: LoadFlagOnlyPreplaced and add the line: SideBarType = "Units" Since the Quad doesn't have its own icon, you need to copy the Icon = ... and IconGrey = ... lines from another unit to the Quad.
  4. You can download the rules.txt and artini.txt files from Fed2k: select Downloads, Emperor, Modifications.
  5. The unit limit isn't your computer, it's the game. It seems to be related to the amount of graphics objects or XBF files, as adding new explosions and new bullets put me over the limit as well as adding new units. You can increase the number of units, bullets, or explosions you can add by removing others, such as incidental units. This limit seems to make huge mods with lots of new stuff (and all the old stuff too) impractical. However, instead of making one giant mod with everything in it, you can make more than one mod, each different, so when players get tired of playing one, they can play another one to keep the game interesting. Of course, this calls for someone to write a mod management program, so players can easily select the mod they want to play instead of having to backup, copy, and keep track of a bunch of files.
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