Page 2 of 2

Posted: 05 Jun 2006, 05:43
by FizWizz
you thought these mouth-breathers would use your mod to explore different maps and tactics? They're just looking for ways to add a sharper 'edge' to their highs...

Posted: 05 Jun 2006, 10:34
by Cheesecan
Lmao this is hilarious, who'd have thought they would continue playing speedmetal.... :D

For those who're interested...

Posted: 05 Jun 2006, 15:21
by Pxtl
The tool I made to make this mod (which, logically, can be used to make similar thingies) is here: http://www.fileuniverse.com/?p=showitem&ID=3385

Anybody want an instagib mode? (set all units health /100).

Re: For those who're interested...

Posted: 06 Jun 2006, 04:24
by Rudirogdt
Pxtl wrote:The tool I made to make this mod (which, logically, can be used to make similar thingies) is here: http://www.fileuniverse.com/?p=showitem&ID=3385

Anybody want an instagib mode? (set all units health /100).
imagine a orcone/krogh with 100 health. that will be a real lvl3 spamage

Posted: 06 Jun 2006, 23:10
by Drone_Fragger
Pxtl, add a metalcost and energycost tag, it looks so untify just multiplying the energy and metal sources by 5. :o

Re: For those who're interested...

Posted: 06 Jun 2006, 23:45
by Comp1337
Rudirogdt wrote:
Pxtl wrote:The tool I made to make this mod (which, logically, can be used to make similar thingies) is here: http://www.fileuniverse.com/?p=showitem&ID=3385

Anybody want an instagib mode? (set all units health /100).
imagine a orcone/krogh with 100 health. that will be a real lvl3 spamage
Doomsday Machines anyone ?

Posted: 07 Jun 2006, 01:15
by Pxtl
Drone_Fragger wrote:Pxtl, add a metalcost and energycost tag, it looks so untify just multiplying the energy and metal sources by 5. :o
I did it originally with energycost and metalcost. That messed up experience and suchlik.

Posted: 07 Jun 2006, 20:16
by Drone_Fragger
Is it still in there?

Posted: 07 Jun 2006, 20:52
by Pxtl
Drone_Fragger wrote:Is it still in there?
Nope. V0.2 works by changing all energy/metal generation/usage settings for every unit instead of costs. The only cost that is changed for every unit is buildtime.

Posted: 07 Jun 2006, 22:40
by Drone_Fragger
Aww. Can you put it back in? It would make my life a lot easier. I'm not changing 210 Buildcosts by hand :o

Posted: 08 Jun 2006, 01:17
by Pxtl
Drone_Fragger wrote:Aww. Can you put it back in? It would make my life a lot easier. I'm not changing 210 Buildcosts by hand :o
Why? You want units to be 25x cheaper instead of 5x cheaper? And I've uploaded a script to do it yourself - there's an XML file bundled with it, you just edit the xml file to do what you want, run "repricer config.xml" and it will make all the changes for you.

I mean, the net effect in 0.2 is the same as 0.1 (you need only 1/5th as many power plants/mines to build anything as normal) but the sideffects of lowered cost (reclaimingvalue > building, cheap resurrection, console messages about cheap units, etc).

Posted: 08 Jun 2006, 13:49
by Drone_Fragger
I kow how you do it, But its very messy. When you want to make a whole set of units 25% cheaper, But make others twice as much, You can't do it with changing mex and energy production.

Posted: 08 Jun 2006, 14:00
by Pxtl
Drone_Fragger wrote:I kow how you do it, But its very messy. When you want to make a whole set of units 25% cheaper, But make others twice as much, You can't do it with changing mex and energy production.
Ohhh... that's what you want. Either way, the repricer tool is versatile enough to do that. I can tell you how to use it so you can do it yourself (and thus are able to tweak the values as you see fit in the future) or I can whip up a script for what you want. Go DL the repricer and give it a wing - the config.xml file isn't that inscrutable.

Posted: 08 Jun 2006, 15:44
by Drone_Fragger
Yer, I have, And i've fiddled with it.

Posted: 08 Jun 2006, 17:56
by Pxtl
Drone_Fragger wrote:Yer, I have, And i've fiddled with it.
well, for an example of what you want:

Code: Select all

<?xml version="1.0" encoding="utf-8" ?>
<Config xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3
 .org/2001/XMLSchema">
	<!-- New example config script -->
	<SourcePath>D:\Desktop\AASpring148\units</SourcePath>
	<TargetPath>D:\Desktop\AbsolutelyExcessiveForAA148v02\units</TargetPath>
	<ChangeGroups>
		<ChangeGroup>
			<!-- Half the price of all units -->
			<FileNames>
			</FileNames>
			<Changes>
				<Change>
					<Attribute>BuildCostEnergy</Attribute>
					<Type>Multiplier</Type>
					<Value>0.5</Value>
				</Change>
				<Change>
					<Attribute>BuildCostMetal</Attribute>
					<Type>Multiplier</Type>
					<Value>0.5</Value>
				</Change>
			</Changes>
		</ChangeGroup>
		<ChangeGroup>
			<!-- Double the price of a select list of units - geothermals for example -->
			<FileNames>
				<FileName>armgeo.fbi</FileName>
				<FileName>corgeo.fbi</FileName>
			</FileNames>
			<Changes>
				<Change>
					<!-- Changes are cumulative, so we quadruple the value to compensate for the halfing done to all values -->
					<Attribute>BuildCostEnergy</Attribute>
					<Type>Multiply</Type>
					<Value>4.0</Value>
				</Change>
				<Change>
					<!-- Changes are cumulative, so we quadruple the value to compensate for the halfing done to all values -->
					<Attribute>BuildCostMetal</Attribute>
					<Type>Multiply</Type>
					<Value>4.0</Value>
				</Change>
			</Changes>
		</ChangeGroup>
	</ChangeGroups>
</Config>
I realise that XML is painfully verbose, but I think you can see how it works from here. It's really pretty simple.

Posted: 08 Jun 2006, 19:04
by Drone_Fragger
Ahh, I tried MetalCost, and Metal, and EnergyCost and Energy. But those didn't work :D

Posted: 08 Jun 2006, 19:06
by Pxtl
Drone_Fragger wrote:Ahh, I tried MetalCost, and Metal, and EnergyCost and Energy. But those didn't work :D
Just open up any FBI file and read the tags - the system just uses text matching. Seriously, this is stuff any unix geek could whip up with a sed script in half an hour, I just did it in C# because I suck.

Posted: 22 Jun 2006, 06:06
by Pxtl
Apparently I'm an idiot - I've decided to update it. Plus, I'm planning to make a few other very silly mutators that are similar.

Posted: 22 Jun 2006, 14:35
by Min3mat
put 2^5 different types of shields too, that should keep the noobs off our backs

Posted: 24 Jun 2006, 02:54
by CompWiz
Just type .cheat then .nocost