Hi carlosloveleo,
All but the kennel changes are simple
To make Tanya allies-exclusive, open the file ~openra\mods\ra\rules\infantry.yaml with a text editor (such as notepad)
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Code: Select all
E7:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 110
Prerequisites: techcenter
Owner: allies,soviet
Remove "soviet" from Owner:
To make the nuclear silo soviet-exclusive, open the file ~openra\mods\ra\rules\structures.yaml
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MSLO:
Inherits: ^Building
Valued:
Cost: 2500
Tooltip:
Name: Missile Silo
Description: Launches a devastating nuclear strike.\n Strong vs Infantry, Buildings\n Weak vs Tanks\n Special Ability: Nuclear Missile
Icon: msloicon2
Buildable:
Queue: Defense
BuildPaletteOrder: 130
Prerequisites: techcenter
Owner: soviet,allies
Remove "allies" from Owner:
Daz wrote: ↑Mod the game, the files are all there (except the kennel graphics I presume) and can be opened with with notepad.
Kennel exists in conquer.mix as kenn.shp
Build animation is kennmake.shp
If you wanted to write up Kennel, some of the work is done:
* Sequences.yaml already has the proper sequences wired up for kennel
* You'll want to edit default.yaml and create a new default known as "^Animal" or something.
* You'll want to edit infantry.yaml and change DOG's Inherits to ^Animal
* You'll want to add a definition for KENN in structures.yaml, and you'll want to make sure it has code like such:
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KENN:
Production:
Produces: Animal
The other yaml is up to you (you'll need more than that) - devs, correct me if I'm wrong?
I'm sure by now you can tell how to make more changes by editing some of the other files in the \rules\ directory. Also it's worth noting weapons.yaml is in ~openra\mods\ra and not the rules dir