rules

how to edit ore growth rate?

Discussion about the game and its default mods.
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farshidys
Posts: 6
Joined: Mon Mar 23, 2020 6:31 pm

rules

Post by farshidys »

I'm new here, so hi to everyone. :)

I wondered if anyone could help me with this problem: I'd like to edit the ore growth rate but I couldn't find the line in the world.yaml file.
It only offers MaxDensity and ValuePerUnit.

Sorry, if I'm posting in the wrong room.

Thanks in advance.
Farshid

abcdefg30
Posts: 416
Joined: Mon Aug 18, 2014 6:00 pm

Re: rules

Post by abcdefg30 »

You'll want to edit the values of SeedsResources on the ore mine actors which are usually in misc.yaml.

farshidys
Posts: 6
Joined: Mon Mar 23, 2020 6:31 pm

Re: rules

Post by farshidys »

Thanks for the fast answer. :)

I found these lines, there is no value and I can't add any.
Sorry I'm not familiar with this at all. :D

MINE:
Inherits@1: ^SpriteActor
Interactable:
HiddenUnderShroud:
Tooltip:
Name: Ore Mine
RenderSprites:
Palette: terrain
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1,1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Ore
AppearsOnMapPreview:
Terrain: Ore
SeedsResource:
MapEditorData:
Categories: Resource spawn
RequiresSpecificOwners:
ValidOwnerNames: Neutral


Could you help with an example?
Thx
Last edited by farshidys on Tue Mar 24, 2020 2:21 pm, edited 1 time in total.

farshidys
Posts: 6
Joined: Mon Mar 23, 2020 6:31 pm

Re: rules

Post by farshidys »

I got yet another question. I used to play the original game like decades ago :D and I feel like all arms are stronger, buildings and units are being killed so easily. Or is the game speed changed?

Is it possible to like get the "original" rules files with the original parameters?

thx

farshidys
Posts: 6
Joined: Mon Mar 23, 2020 6:31 pm

Re: rules

Post by farshidys »

abcdefg30 wrote:
Tue Mar 24, 2020 9:51 am
You'll want to edit the values of SeedsResources on the ore mine actors which are usually in misc.yaml.
Thanks I got it.

Do you know anything about the original rules if you know what I mean?
Thx

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netnazgul
Posts: 491
Joined: Mon Jul 10, 2017 7:32 am
Location: Minsk
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Re: rules

Post by netnazgul »

farshidys wrote:
Tue Mar 24, 2020 12:53 pm
I got yet another question. I used to play the original game like decades ago :D and I feel like all arms are stronger, buildings and units are being killed so easily. Or is the game speed changed?

Is it possible to like get the "original" rules files with the original parameters?

thx
Current OpenRA RA mod is rebalanced almost completely to provide variation and fair chance for all factions.
There is a RA-classic mod that attempts to stick to original values as much as possible. https://github.com/OpenRA/raclassic

abcdefg30
Posts: 416
Joined: Mon Aug 18, 2014 6:00 pm

Re: rules

Post by abcdefg30 »

If you want to be sure you should look at the rules.ini file from the original game for values the original used.

farshidys
Posts: 6
Joined: Mon Mar 23, 2020 6:31 pm

Re: rules

Post by farshidys »

netnazgul wrote:
Tue Mar 24, 2020 2:48 pm
farshidys wrote:
Tue Mar 24, 2020 12:53 pm
I got yet another question. I used to play the original game like decades ago :D and I feel like all arms are stronger, buildings and units are being killed so easily. Or is the game speed changed?

Is it possible to like get the "original" rules files with the original parameters?

thx
Current OpenRA RA mod is rebalanced almost completely to provide variation and fair chance for all factions.
There is a RA-classic mod that attempts to stick to original values as much as possible. https://github.com/OpenRA/raclassic
Nice! Thanks, I'm gonna try it. :)

farshidys
Posts: 6
Joined: Mon Mar 23, 2020 6:31 pm

Re: rules

Post by farshidys »

abcdefg30 wrote:
Tue Mar 24, 2020 3:52 pm
If you want to be sure you should look at the rules.ini file from the original game for values the original used.
Very good, thank you. Didn't think I would find this old one ever again. So much fun! :D

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