Forged Alliance Forever Forged Alliance Forever Forums 2015-05-05T18:14:15+02:00 /feed.php?f=63&t=9672 2015-05-05T18:14:15+02:00 2015-05-05T18:14:15+02:00 /viewtopic.php?t=9672&p=99612#p99612 <![CDATA[Re: Restricting Yolona Oss]]>
wseaton1 wrote:
We're running the lobby enhancement mod 4.4 and sorian AI 2.1.2.


so youre running your own supcom version - like 3599 - and not the faf version which has all this and more included?

Statistics: Posted by Exotic_Retard — 05 May 2015, 18:14


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2015-05-05T06:40:59+02:00 2015-05-05T06:40:59+02:00 /viewtopic.php?t=9672&p=99592#p99592 <![CDATA[Re: Restricting Yolona Oss]]>
wseaton1 wrote:
...Same with that Cybran rapid fire artillery thing.

Side rant here, but a serious thumbs down on the developers who invented both units.

That would be the Scathis. I read somewhere that it's named after a developer.

Statistics: Posted by KrogothFTW — 05 May 2015, 06:40


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2015-04-01T06:44:40+02:00 2015-04-01T06:44:40+02:00 /viewtopic.php?t=9672&p=97411#p97411 <![CDATA[Re: Restricting Yolona Oss]]>

The Sorian AI mod also uses a lobby mod that was over writing the stock lobby GUI.

After a fair amount of detective work I found the right lobby / unit restrictions file that the Sorian AI was actually using, added XSB2401 to the 'no nukes' list (where it should have been in the first place), and all is well.

Statistics: Posted by wseaton1 — 01 Apr 2015, 06:44


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2015-04-01T02:56:09+02:00 2015-04-01T02:56:09+02:00 /viewtopic.php?t=9672&p=97410#p97410 <![CDATA[Re: Restricting Yolona Oss]]>
wseaton1 wrote:
Why aren't they? Are they hard coded into the executable or DLL or something?

I just need to know what SCD file I have to edit to remove the Yolona Oss. Same with that Cybran rapid fire artillery thing.

Side rant here, but a serious thumbs down on the developers who invented both units.


You should modify the /lua/ui/lobby/restrictedUnitsData.lua file.

FAF version can be found here: https://github.com/FAForever/fa/blob/develop/lua/ui/lobby/restrictedUnitsData.lua


In the base game this file lives in the lua.scd zip.

Statistics: Posted by Sheeo — 01 Apr 2015, 02:56


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2015-03-31T19:55:54+02:00 2015-03-31T19:55:54+02:00 /viewtopic.php?t=9672&p=97391#p97391 <![CDATA[Re: Restricting Yolona Oss]]>
I just need to know what SCD file I have to edit to remove the Yolona Oss. Same with that Cybran rapid fire artillery thing.

Side rant here, but a serious thumbs down on the developers who invented both units.

Statistics: Posted by wseaton1 — 31 Mar 2015, 19:55


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2015-03-31T06:28:20+02:00 2015-03-31T06:28:20+02:00 /viewtopic.php?t=9672&p=97365#p97365 <![CDATA[Re: Restricting Yolona Oss]]>
Right now the restrictions are not precise enough to restrict , let's say, hover t2.

Could it be possible to have a unit by unit restriction, possibly with templates ? :)

Statistics: Posted by -_V_- — 31 Mar 2015, 06:28


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2015-03-31T04:07:01+02:00 2015-03-31T04:07:01+02:00 /viewtopic.php?t=9672&p=97362#p97362 <![CDATA[Restricting Yolona Oss]]>
After taking several years off from SC/FA I'm back into the game, and have addicted several co-workers to it. We're running the lobby enhancement mod 4.4 and sorian AI 2.1.2. I realize things have progressed since then, but this build seems stable with little 'AI Lag' that previously dragged long games to a crawl, and works well.

At time I had a really granular unit restriction manager, but lost it, and I really don't have the time to get back into modding. If anything we just want to restrict the Yolona Oss from the build manager for everybody (including AI). Restricting game enders kills units we like.

Also, could you reply in a syntax for somebody who doesn't mod, but does know file structure? I've been all over google trying to solve this one and greeted with either dead links, links to dead links, and RAR files that don't work.

Much appreciated!

Statistics: Posted by wseaton1 — 31 Mar 2015, 04:07


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