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NODFactory/GDIFactory prerequisite logic stopped working
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Gabryel
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Joined: 02 May 2020

PostPosted: Sat May 02, 2020 10:09 am    Post subject:  NODFactory/GDIFactory prerequisite logic stopped working
Subject description: after creating 3rd faction
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Hello there,

I have created a 3rd faction with the method that needs the following in the rules.ini:
- baseunit=harv
- no bases in multiplayer
- start with 1 unit only
- that can be the original or new MCV and nothing else

It works fine. The new side is fully functioning, have all the structures, units etc. and the Skirmish AI does it's thing as NOD or GDI. Don't really care for it picking the 3rd side.
But... if I play Skirmish as NOD or GDI, all the units that have NODFactory/GDIFactory as prerequisite are simply not available. The AI can build everything, I cannot.
The only solution I could figure is to change the prerequisite to side specific war factory, however, that would make the mobile war factories useless if the real factory is not available (just a theory).
I'd prefer to avoid this as it would corrupt any mission that is based on having mobile factory only and no base.

I have not touched these settings as it was not required for the 3rd faction, it just stopped working.

Has this happened before?

I have Final Decade version with TSPatch 2.2 from CNCnet.org

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat May 02, 2020 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Are there NODFactory= and GDIFactory= lists somewhere? What do those state?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat May 02, 2020 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are a few methods to get AI playable 3rd side. Old method uses Prereqs category to create separate sides. In this method PrerequisiteGDIFactory/PrerequisiteNodFactory doesn't work as separate prereq category, so cannot be used.

Newer method is with TSClient, a tutorial is here. There is also a new patch available which allows having different MCV/Conyards for every side (without the spawner technique given in the example). Here is the ts-patches on github that can be applied to the game.exe.

There is no need to make baseunit to be harv. I guess that TSPatch 2.2 from CNCnet.org uses the spawner method where Bases is set to no and H for Home hotkey doesn't work. Better is to use TSClient and apply the newer patch to game.exe.

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Gabryel
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Joined: 02 May 2020

PostPosted: Sat May 02, 2020 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Are there NODFactory= and GDIFactory= lists somewhere? What do those state?


These are in the firestrm.ini as updated descriptions by WW originally.
PrerequisiteGDIFACTORY=GAWEAP,DGWEAP
PrerequisiteNODFACTORY=NAWEAP,DNWEAP

Also, in this ini the prerequisite gets updated to side specific units so they can be manufactured if you have any of the factories instead of just a specific one.
For example, the NOD Buggy gets an update from NAWEAP to NODFACTORY.

This logic got broken somehow despite me not touching it.

Now I am wondering it needs me to add a 3rd line for the new faction as well...

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Gabryel
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Joined: 02 May 2020

PostPosted: Sat May 02, 2020 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
There are a few methods to get AI playable 3rd side. Old method uses Prereqs category to create separate sides. In this method PrerequisiteGDIFactory/PrerequisiteNodFactory doesn't work as separate prereq category, so cannot be used.

Newer method is with TSClient, a tutorial is here. There is also a new patch available which allows having different MCV/Conyards for every side (without the spawner technique given in the example). Here is the ts-patches on github that can be applied to the game.exe.

There is no need to make baseunit to be harv. I guess that TSPatch 2.2 from CNCnet.org uses the spawner method where Bases is set to no and H for Home hotkey doesn't work. Better is to use TSClient and apply the newer patch to game.exe.


I did not use the old method you linked as it is over complicated, to put it mildly. It is also the opposite, it makes Bases mandatory. I used the newer method, well, part of it. I did not edit anything in the exe files. As I said, I don't care that the AI does not pick the 3rd side. The AI works perfectly fine, including replacing it's lost Construction Yard. The only thing does not work is the updated preprequisite category that came with Firestorm for the vehicle manufacturing. I'd rather find out what could have happened than replacing the entire game to TSClient.
H key still works by the way.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sun May 03, 2020 2:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Even mods from 2005 have additional sides for human player only like the TSTW mod. It doesn't affect the use of GDIFactory/NodFactory. Problem might be in your coding the rules.ini/firestrm.ini or the patch.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun May 03, 2020 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Gabryel wrote:
PrerequisiteGDIFACTORY=GAWEAP,DGWEAP
PrerequisiteNODFACTORY=NAWEAP,DNWEAP

Can someone rechk his firestrm.ini for the casing of the flags?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sun May 03, 2020 5:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Flag casing is wrong. It should have been PrerequisiteGDIFactory and PrerequisiteNodFactory.

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Gabryel
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Joined: 02 May 2020

PostPosted: Sun May 03, 2020 8:04 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Flag casing is wrong. It should have been PrerequisiteGDIFactory and PrerequisiteNodFactory.


Mission accomplished!
This was the problem. All works fine now.
Thank you!

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