Instant launching?
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Instant launching?
I read somewhere on the forum about some kind of mod or alteration that would allow one to launch all nukes at the same time without cooldown in between nukes. How can I get it? or where can I find enough information to replicate it myself?
- bert_the_turtle
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That is not possible with regular mods, you need modified binaries, and don't even think about using those in online matches, you'll just desync.
(Minicom lets you adjust all timers via mods, I don't know whether you can get them down to 0, though. One second between launches should be quite enough, though.)
(Minicom lets you adjust all timers via mods, I don't know whether you can get them down to 0, though. One second between launches should be quite enough, though.)
- bert_the_turtle
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That would be data/worldoptions.txt. You just need to include a file in your mod with your changes. You want those:
(Or 0 if that doesn't crash)
Code: Select all
SiloICBMPrepareTime 1
SiloICBMReloadTime 1
BomberSRBMPrepareTime 1
SubMRBMPrepareTime 1
SubMRBMReloadTime 1
(Or 0 if that doesn't crash)
- bert_the_turtle
- level5
- Posts: 4795
- Joined: Fri Oct 13, 2006 6:11 pm
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- Contact:
- bert_the_turtle
- level5
- Posts: 4795
- Joined: Fri Oct 13, 2006 6:11 pm
- Location: Cologne
- Contact:
May I add my own alternate solution to the mix?
Using minicom and modding timers works well if you're happy enough to accept that all players (including CPU) have the same rapid launch capability. If on the other hand, what you want is to re-stack the deck in your favour (some call it cheating - I like to think of it as "playing with the game engine" rather than "playing the game") You can use Cheat Engine (avail here: http://www.cheatengine.org/ ) to hack only your own timers. This will definitely NOT work for online play (as far as I can tell, though tbh I've never tried) but will allow you to beat the CPU in a 1v5 setup if you're trying to take out your frustrations...
If you understand how programs work, RTFM and play around, you'll figure out how to change all sorts of parameters (timers, nukes and planes available, etc.) Bear in mind that the game may crash, lag, or go buggy if you hack it around, but CheatEngine won't damage the installation of Defcon or Minicom unless you find some feature I never have....
If you want it, I can give rough and ready tutorials on how to do this. Either here in the thread, or in PM if such talk is not welcome on the public forum. I'm not on every day though, so patience will be needed.... If anyone's interested, I found the cheat techniques quite useful in playtesting my (still unfinished) mod.
SpitJock
Using minicom and modding timers works well if you're happy enough to accept that all players (including CPU) have the same rapid launch capability. If on the other hand, what you want is to re-stack the deck in your favour (some call it cheating - I like to think of it as "playing with the game engine" rather than "playing the game") You can use Cheat Engine (avail here: http://www.cheatengine.org/ ) to hack only your own timers. This will definitely NOT work for online play (as far as I can tell, though tbh I've never tried) but will allow you to beat the CPU in a 1v5 setup if you're trying to take out your frustrations...
If you understand how programs work, RTFM and play around, you'll figure out how to change all sorts of parameters (timers, nukes and planes available, etc.) Bear in mind that the game may crash, lag, or go buggy if you hack it around, but CheatEngine won't damage the installation of Defcon or Minicom unless you find some feature I never have....
If you want it, I can give rough and ready tutorials on how to do this. Either here in the thread, or in PM if such talk is not welcome on the public forum. I'm not on every day though, so patience will be needed.... If anyone's interested, I found the cheat techniques quite useful in playtesting my (still unfinished) mod.
SpitJock
bert_the_turtle wrote:Odd. Can you send me your zipped mod?
I haven't figured out how to turn it into a zip file, in the meantime...
The mod is based on your minicom "core" mod, with everything removed from the worldoptions.txt. the mod.txt was changed so the name would be differentt and screenshot was left alone. Then I copied your code into the worldoptions.txt just as it appears in the above post. Then I played around with it, testing it every time.
right now the only modification to normal minicom is this code:
Code: Select all
SiloICBMPrepareTime 0
SiloICBMReloadTime 0
BomberSRBMPrepareTime 0
SubMRBMPrepareTime 0
SubMRBMReloadTime 2
silos prepare time is 0, reload time between nukes is 0, yet the subs prepare time is 0 but reload time between nukes always default (120)
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