for a solid cross-AI evaluation of new strategies i need to force a cap on which units can be built, and which cannot. for instance, only being able to build the KBot-lab units would suffice (without an additional Construction KBot to disrupt things, of course)
i wonder if this is even possible on the level of an Engine tweak, since many AI's already have their buildtrees compiled into the .dll's (NTAI being a nice exception).
on the other hand, tweaking the XTA mod to only offer a few construction options seems infeasible as well :)
any leads are more than appreciated!
cap on unit buildtree
Moderators: hoijui, Moderators
Welcome to Spring modding. It's not infeasible- about 5 minutes with Notepad will see you through. Just delete all of the sections out've Gamedata/Sidedata.tdf that are for buildtrees you don't want availble, and voilatweaking the XTA mod to only offer a few construction options seems infeasible as well
- unpossible
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- sanderbakkes
- Posts: 27
- Joined: 16 Aug 2006, 15:49
at krogothe: thanks a bunch, as i was setting up the AI matches via the SpringSP interface i always missed that. the options presented look lovely :)
at argh: kind to welcome me :) no Sidedata.tdf file here. i tracked it down as being a unit description format originating from previous TA games. wonder if it is still used in new TA Spring versions? (and if yes, i wonder with what it ships of course). argh argh :)
at argh: kind to welcome me :) no Sidedata.tdf file here. i tracked it down as being a unit description format originating from previous TA games. wonder if it is still used in new TA Spring versions? (and if yes, i wonder with what it ships of course). argh argh :)