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  • Unlimited units

    Does anyone know how to edit the rules text or in some
    way make it possible to ad extra units (more than those eight extra units that are implemented in the normal units editor).

    Ive tried but i cannot make my extra units (above the limit) to apper in the game.

    I havent seen any tip anywhere on how to do this, is it so got dam impossible? I know someone out there is sitting on the secret Please help me finish my modpack i realy need those extra units to make my scenario realistic.

  • #2
    In MGE and FW you have 62 units and in ToT you have 80 units (+1 barb leader) to play around with. I am not aware of any trick that will allow you to include more units than this in the game.

    One possibilty to have 'more' units than 62/80 in your scenario would be to exchange rules.txt and units.gif (or units.bmp in ToT) during the game. But I see a number of problems with this option as well (how to avoid upgrading an old unit still on the map with a new and possibly stronger one?).

    On the other hand maybe you can do without some of the units and merely adjust their strength and look at a given time in the game by using the method I just described.

    EDIT:
    Hmm, maybe I misread your post. If you are just trying to find out how to edit the rules.txt then have a look at the following design guides on the Scenario League site (always a good place to start btw )
    Altering the RULES.TXT file and Getting the units right from the beginning

    In any case - good luck

    [This message has been edited by CyberChrist (edited February 16, 2001).]

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    • #3
      Besides getting rid of some pre-made units, no.

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      • #4
        63 (including the Barbarian-leader in the last slot) for version MGE and previous 2.??; is a maximum that allows 3 extras and 8 "test's".
        81 for TOT.
        In fact, there is 51 predefined plus the Barb.
        Those are the numbers, allocated in the heep, executable dependant... and >> without crushing the source-code << cannot be increased.
        Sorry!

        I've tried and kept coming back to the reality of that limitation and rationally figured the coding must be recompiled new to do what you mentioned.

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