Count von Phoib 0 Report post Posted July 13, 2009 First of all, a huge thanks to Lauren, who gave the necessary Position code here. Adding starting units in RA3 is easier then in previous games, and you are no longer confined to 10 units max. First of all, open up SageXML\System\PlayerTemplates.xml Find the code for the faction you want to give starting units. id="Allies" Side="Allies" Type="PLAYABLE" StartingBuilding="AlliedConstructionYard" ScriptedHuntTactic="ScriptedHuntTactic" DisplayNameToken="INI:FactionAllies" FactionIconImageName="GameSetup_flag_Allied" UnattachedMpBeaconTemplate="MultiplayerBeacon" AttachedMpBeaconTemplate="MultiplayerBeaconAttached" MaxMpBeacons="=$PLAYER_MAX_MP_BEACONS" LoadScreenMusic="TEMP_RAM_Music360_LoadScreen" SkirmishMPVictoryMusic="" SkirmishMPDefeatMusic="" FactionDataPathMusicEvent="SetPlayerAllied" MatchVictoryPathMusicEvent="S_EndMissionWin" MatchDefeatPathMusicEvent="S_EndMissionLose" SpellBookSP="PlayerSpellBook" SpellBookMP="PlayerSpellBook" NumberOfResourceAccounts="1" ParachuteOCL="OCL_AlliedParachute" DefaultTech="PlayerTech_Allied" PlayerTechUpgradeBinding="PlayerTechUpgradeBinding_Allied" TechRankPointsPerSecond="1" InitialTechPoints="1" PowerOutageTurnsOffRadar="false"> BaseRedAlert Upgrade_AlliesFaction BeaconType="Assault" UnattachedTemplate="AIAssaultBeacon" AttachedTemplate="AIAssaultBeaconAttached"/> BeaconType="HoldObject" AttachedTemplate="AIHoldBeaconAttached"/> BeaconType="HoldPosition" UnattachedTemplate="AIHoldBeacon"/> PlayerTechRank_Rank1 PlayerTechRank_Rank2 PlayerTechRank_Rank3 PlayerTechRank_Rank4 PlayerTechRank_Rank5 PlayerTechRank_Rank6 PlayerTechRank_Rank7 PlayerTechRank_Rank8 PlayerTechRank_Rank9 PlayerTechRank_Rank10 RequiredTech="PlayerTech_ProductionBonus_Allies" HarvesterBonus="25%" HarvesterBonusAllies="5%" /> (An example of faction code) and locate the following two lines <InitialUpgrade>Upgrade_AlliesFaction</InitialUpgrade> <StartingMoney Account="=$ACCOUNT_ORE" Amount="10000"/> In between, add the following code: <StartingUnitInfo> <Object>StartingObject</Object> <Position x="11.0" y="11.0" z="0.0" /> </StartingUnitInfo> Where StartingObject is the object you want to start with. Two notes: The position fields are ignored. The game will place the units around the Conyard in a predetermined matter. This has been stress tested up to 40 units. Higher is certainly possible, but do mind, you will start with a screen full of units. Share this post Link to post Share on other sites
Count von Phoib 0 Report post Posted July 13, 2009 Example of code where the Allies start with 1 Athena Cannon: <PlayerTemplate id="Allies" Side="Allies" Type="PLAYABLE" StartingBuilding="AlliedConstructionYard" ScriptedHuntTactic="ScriptedHuntTactic" DisplayNameToken="INI:FactionAllies" FactionIconImageName="GameSetup_flag_Allied" UnattachedMpBeaconTemplate="MultiplayerBeacon" AttachedMpBeaconTemplate="MultiplayerBeaconAttached" MaxMpBeacons="=$PLAYER_MAX_MP_BEACONS" LoadScreenMusic="TEMP_RAM_Music360_LoadScreen" SkirmishMPVictoryMusic="" SkirmishMPDefeatMusic="" FactionDataPathMusicEvent="SetPlayerAllied" MatchVictoryPathMusicEvent="S_EndMissionWin" MatchDefeatPathMusicEvent="S_EndMissionLose" SpellBookSP="PlayerSpellBook" SpellBookMP="PlayerSpellBook" NumberOfResourceAccounts="1" ParachuteOCL="OCL_AlliedParachute" DefaultTech="PlayerTech_Allied" PlayerTechUpgradeBinding="PlayerTechUpgradeBinding_Allied" TechRankPointsPerSecond="1" InitialTechPoints="1" PowerOutageTurnsOffRadar="false"> <RedAlertTemplate>BaseRedAlert</RedAlertTemplate> <PreferredColor R="50" G="75" B="200"/> <PreferredCampaignRadarColor R="50" G="75" B="200"/> <InitialUpgrade>Upgrade_AlliesFaction</InitialUpgrade> <StartingUnitInfo> <Object>AlliedAntiStructureVehicle</Object> <Position x="10.0" y="10.0" z="0.0" /> </StartingUnitInfo> <StartingMoney Account="=$ACCOUNT_ORE" Amount="10000"/> <MoneyCap Account="=$ACCOUNT_ORE" Amount="999999"/> <AIBeaconSettings BeaconType="Assault" UnattachedTemplate="AIAssaultBeacon" AttachedTemplate="AIAssaultBeaconAttached"/> <AIBeaconSettings BeaconType="HoldObject" AttachedTemplate="AIHoldBeaconAttached"/> <AIBeaconSettings BeaconType="HoldPosition" UnattachedTemplate="AIHoldBeacon"/> <TechRank>PlayerTechRank_Rank1</TechRank> <TechRank>PlayerTechRank_Rank2</TechRank> <TechRank>PlayerTechRank_Rank3</TechRank> <TechRank>PlayerTechRank_Rank4</TechRank> <TechRank>PlayerTechRank_Rank5</TechRank> <TechRank>PlayerTechRank_Rank6</TechRank> <TechRank>PlayerTechRank_Rank7</TechRank> <TechRank>PlayerTechRank_Rank8</TechRank> <TechRank>PlayerTechRank_Rank9</TechRank> <TechRank>PlayerTechRank_Rank10</TechRank> <TechProductionBonuses RequiredTech="PlayerTech_ProductionBonus_Allies" HarvesterBonus="25%" HarvesterBonusAllies="5%" /> </PlayerTemplate> Share this post Link to post Share on other sites
Count von Phoib 0 Report post Posted July 14, 2009 And as small addendum: Bibber posted about it earlier, but since the search function of the EA forums sucks, I didn't know about it. Still, kudos to him. Share this post Link to post Share on other sites