Search found 34 matches

by Mr_Monday
Thu Nov 16, 2006 3:54 am
Forum: Mod Projects
Topic: any tutorials or guides on making maps?
Replies: 3
Views: 1818

First create a folder in your "mods" folder, in your Defcon directory. Create a data folder, within this create a graphics and earth folder. This will be used to store all of the files. 1) Start with creating a map.bmp, which will be placed into the graphics folder. I recommend getting one...
by Mr_Monday
Tue Nov 14, 2006 4:15 am
Forum: Mod Projects
Topic: AI and ai markers
Replies: 3
Views: 2445

If you could upload the files somewhere i would be glad to help, but without something to look at it is hard to know exactly what to do.
by Mr_Monday
Wed Nov 08, 2006 11:11 pm
Forum: Mod Projects
Topic: New Mod Idea. Political Fallout
Replies: 5
Views: 3539

You might want to make the rivers (maybe just Mississipi and Great Lakes) HUGE that way boats will be able to travel through a part of the map, otherwise boats wouldn't play much of a role. Because they couldn't travel from one side over to the oposite one (which is essential if there is more than 2...
by Mr_Monday
Tue Nov 07, 2006 2:27 pm
Forum: Mod Projects
Topic: Trying My Hand At Modding
Replies: 4
Views: 2077

Is it possible to limit forces from one side, but the other side will have access to?? I mean, I can give the Israelis "carrier type" ships (I am thinking more along the lines of Missile Boats) but limit Lebanon to patrol size boats only. Is such a disparity possible?? No, the if you chan...
by Mr_Monday
Tue Nov 07, 2006 2:22 pm
Forum: Mod Projects
Topic: Landmodv1.0 problems
Replies: 5
Views: 2592

Simple mistake, you don't need the "main" folder in the "data" one. Just copy the graphics and earth folders and paste them where the "main" is, then delete the main. So it looks like....DEFCON/mods/landmodv1/data/ and then graphics or earth.
by Mr_Monday
Mon Nov 06, 2006 11:11 pm
Forum: General
Topic: Mediterranean?
Replies: 16
Views: 4319

Bering Strait is passable you just have to focus on what you doing you cant just tell the ships to go there. Sure you can, but you can also have ships sail over Africa if you focus on what your doing. It is a glitch, the files indicate it should'nt be passable. Editing the travel nodes will also ma...
by Mr_Monday
Mon Nov 06, 2006 5:03 am
Forum: General
Topic: Mediterranean?
Replies: 16
Views: 4319

no, it's too small, just like the bering straight. Visualy it would mean ships going over the land masses of north Africa and spain, it would just look wrong. Spacemonkey is right, but if your still interested... all you have to do is edit the water.bmp and rename it to sailable. Here's an example ...
by Mr_Monday
Fri Nov 03, 2006 5:42 am
Forum: General
Topic: Bering Straight poll.
Replies: 49
Views: 8528

It works a lot better if you edit the travel nodes, as well. That way the AI will use it and you can send them from a ( longer ) distance and not go around all the other continents. I made one a while ago, that opens up other parts of the oceans as well, but it still doesn't work great. http://d.tur...
by Mr_Monday
Thu Nov 02, 2006 2:40 am
Forum: Mod Projects
Topic: Mr Monday's Map Mod
Replies: 28
Views: 14813

Here is a very primitive version of a bering straight mod. It only changes the sailable.bmp and the travel nodes. It is, for some reason, much easier to access northern Canada or Russia from America's side and will rarely work from Japan's coast. And it is most efficient when very close to the strai...
by Mr_Monday
Thu Oct 19, 2006 5:31 am
Forum: Mod Projects
Topic: Noob to modding I have a question?
Replies: 12
Views: 3759

It isn't (currently) possible to change anything other than the map, unit graphics, sound or text. So you cannot add more silos. I canged the world scale maximum to 400 and the variable counters to 2 and the max population to 600. I started the game and the screen went blurry and crashed my computer...
by Mr_Monday
Mon Oct 16, 2006 6:00 am
Forum: Mod Projects
Topic: world.dat
Replies: 4
Views: 2368

Sorry i hate to double post, but i just realized how confusingly i worded it. Its coded with Redshirt2 the same algorithm they used to code Darwinia and Uplink. If you take the progress of many dedicated "hackers" (i guess you could call them) and used their algorithm that they created for...
by Mr_Monday
Mon Oct 16, 2006 5:48 am
Forum: Mod Projects
Topic: world.dat
Replies: 4
Views: 2368

Its coded with Redshirt2 the same algorithm they used to code Darwinia and Uplink. If you take the progress of many dedicated "hackers" (i guess you could call them) and used their algorithm that they created for Darwinia and applied it to the world.dat file it reads: CONFIDENTIAL playable...
by Mr_Monday
Mon Oct 16, 2006 5:33 am
Forum: Mod Projects
Topic: Mr Monday's Map Mod
Replies: 28
Views: 14813

as a software engineer of course i made copies of everything before modding the files that came with the game. i've tried switching them in/out. doesn't seem to help so far? maybe there's a bug in the defcon software by which it can't read complicated customzed maps? If replacing the files with the...
by Mr_Monday
Mon Oct 16, 2006 4:32 am
Forum: Mod Projects
Topic: Custom Map Questions
Replies: 11
Views: 3777

also, does anyone have a map that has all the continents and australia? that way 7 people can play, right? i can't seem to find a map that has all of them together. ive seen australia on its own but thats not what i was looking for As far as i can tell, it is coded into the system to only allow 6 t...
by Mr_Monday
Mon Oct 16, 2006 4:28 am
Forum: Mod Projects
Topic: Mr Monday's Map Mod
Replies: 28
Views: 14813

i think you gotta take hawaii and puerto rico outta sailable so boats don't go through em and make the areas of northamerica and hawaii white in the territory one so that you can place silos there? Look, to add Hawaii and Puerto Rico all you need to do is change the sailable and northamerica (assum...

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