Questions about following Exavier Macbeth's Modding Guide

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Re: Questions about following Exavier Macbeth's Modding Guid

Postby Crazy Cossack » 08 Jul 2014, 11:44

Thanks folks, I am getting the picture now of what I need to do, where I need to start and so on.

I think the idea of changing what I can in the Blueprints first is a very good idea. Of course, as I add other parts of the mod and need to rebalance the whole, I will have to go back to the blueprints and re-visit those changes as well. But at least I will know the blueprints well by then. I will have to make sure I keep a changes master document or spreadsheet where I log every change I make in every blueprint.

Quick question: Say I make T2 mexes produce 4 mps not 6 mps. Is there one master mex blueprint I can do this on so it flows to the four factions or do I have to change each of the factions' mex blueprints?
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Re: Questions about following Exavier Macbeth's Modding Guid

Postby Mr-Smith » 08 Jul 2014, 12:28

well changing just one value would be like 3 lines which you just need to write in a blueprints.lua file and well you can eithere copy+paste that lines for every faction, or just search for specific unit category's for a T1 mex that would be 'MASSEXTRACTION' and 'TECH1'

Code would be something like that than that would increase massproduction of all t1 mexens to 6

Code: Select all
for i,Category in bp.Categories do
if Category == "MASSEXTRACTION"  then

    for j,Category in bp.Categories do
      if Category == "TECH1" then
      bp.Economy[5] = 6
--That might work or maybe not long time since i was writing a mod :)

      end
    end

end
end
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Re: Questions about following Exavier Macbeth's Modding Guid

Postby nine2 » 08 Jul 2014, 12:50

i dont know the answer to your question but just check a t2 mex blueprint and see! actually im pretty sure each one has the mass amount in there, you will have to do it 4x

i dont know how, but think there is a way to just override parts of a blueprint, you should do it that way
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