Search found 4 matches
- Wed Jun 20, 2018 7:27 pm
- Forum: Mapping and Modding
- Topic: Introducing RA Upgrades Mod
- Replies: 19
- Views: 11640
Re: Introducing RA Upgrades Mod
Will do! Thanks for all your help.
- Wed Jun 20, 2018 6:17 pm
- Forum: Mapping and Modding
- Topic: Introducing RA Upgrades Mod
- Replies: 19
- Views: 11640
Re: Introducing RA Upgrades Mod
I see how you have got:
Is there a way to change that from speed to HP? Like:
Code: Select all
SpeedMultiplier@infspeed1:
RequiresCondition: infspeed1 && !infspeed2
Modifier: 115
Code: Select all
HPMultiplier@cyber:
RequiresCondition: cyber
Modifier: 150
- Wed Jun 20, 2018 2:18 pm
- Forum: Mapping and Modding
- Topic: Introducing RA Upgrades Mod
- Replies: 19
- Views: 11640
Re: Introducing RA Upgrades Mod
You have helped me so so much! Thank you! This was the missing piece I needed to get the upgrades working. I've managed to get the tech "Genetic Engineering" working, using the ship tab as my tech tab. The technology unlocks the "Gene Trooper" unit and gives all infantry the self healing trait from ...
- Mon Jun 18, 2018 7:41 pm
- Forum: Mapping and Modding
- Topic: Introducing RA Upgrades Mod
- Replies: 19
- Views: 11640
Re: Introducing RA Upgrades Mod
Hello there!
Can I ask how you managed to make the upgrades? As I am looking to do something similar myself for a Mod I am making.
Can I ask how you managed to make the upgrades? As I am looking to do something similar myself for a Mod I am making.