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 PostPosted: 22 Dec, 2008 
 
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Extended Unit Restrictions

I've seen a lot of people ask for more possibilities in the unit restrictions list, so I made this mod which makes it possible to select the following classes in the restrictions window:

- No Tech 1 Engineers
- No Tech 2 Engineers
- No Tech 3 Engineers
- No Engineering Stations
- No Air Staging Facilities
- No Tech 1 Air Factories
- No Tech 2 Air Factories
- No Tech 3 Air Factories
- No Tech 1 Land Factories
- No Tech 2 Land Factories
- No Tech 3 Land Factories
- No Tech 1 Naval Factories
- No Tech 2 Naval Factories
- No Tech 3 Naval Factories
- No Quantum Gateways
- No Energy Storage
- No Mass Storage
- No Tech 1 Mass Extractors
- No Tech 2 Mass Extractors
- No Tech 3 Mass Extractors
- No Hydrocarbon Power Plants
- No Tech 1 Power Generators
- No Tech 2 Power Generators
- No Tech 3 Power Generators
- No Tech 1 Anti Air
- No Tech 2 Anti Air
- No Tech 3 Anti Air
- No Tech 1 Point Defense
- No Tech 2 Point Defense
- No Tech 3 Point Defense (UEF)
- No Tech 1 Torpedo Launchers
- No Tech 2 Torpedo Launchers
- No Tech 3 Torpedo Launchers (Cybran)
- No Tactical Missile Launchers
- No Tactical Missile Defense
- No Strategic Missile Defense
- No Tech 2 Artillery
- No Tech 3 Artillery
- No Tech 3 Rapid Fire Artillery
- No Tech 1 Radar
- No Tech 2 Radar
- No Tech 3 Radar
- No Tech 1 Sonar
- No Tech 2 Sonar
- No Tech 3 Sonar
- No Tech 3 Quantum Optics Facility (Aeon)
- No Tech 3 Perimiter Monitoring System (Cybran)
- No Walls
- No UEF Experimental Aircraft Carrier: Atlantis
- No UEF Experimental Mobile Factory: Fatboy
- No UEF Experimental Sattelite System: Novax Center
- No UEF Experimental Artillery: Mavor
- No Cybran Experimental Spiderbot: Monkeylord
- No Cybran Experimental Mobile Rapid-Fire Artillery: Scathis
- No Cybran Experimental Megabot: Megalith
- No Cybran Experimental Gunship: Soul Ripper
- No Aeon Experimental Battleship: Tempest
- No Aeon Experimental Assault Bot: Galactic Colossus
- No Aeon Experimental Aircraft Carrier: CZAR
- No Aeon Experimental Resource Generator: Paragon
- No Seraphim Experimental Missile Launcher: Yolona Oss
- No Seraphim Experimental Bomber: Ahwassa
- No Seraphim Experimental Assault Bot: Ythotha

I started with the Experimentals and decided to go on from there, if anyone wants me to extend it to include land, air and/or naval units, just ask.
Unfortunately everyone will need to have this in order to play correctly, if you want to play with someone without this file, you can change the extension to .scb or something.

Edit: Hmz, I screwed something up, 1 (or more) of em don't work...
Another Edit: Fixed it, who thought of it to make a T3 Sonar a ship...? (According to the blueprintID)
Download


1. Download
2. Unpack from the RAR (Using winrar or whatever)
3. Place in your Supreme Commander - Forged Alliance GameData Folder (Default C:\Program Files\Gas Powered Games\Supreme Commander - Forged Alliance (Or something...))

GreetZ, ThaPear

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Last edited by ThaPear on 09 Dec, 2009, edited 3 times in total.

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 PostPosted: 22 Dec, 2008 
 
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Awesome Stuff, make sure you add it to the Released Mods List.

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 PostPosted: 22 Dec, 2008 
 
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You should add a"no aa gunship" one or, maybe a no t3 gunship.

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 PostPosted: 22 Dec, 2008 
 
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Thanks for the replies (So fast :P)
Sorry for first version not to work, the blueprintIDs see a T3 Sonar as a ship, and I entered it as a building...
As I said, if you want me to, I can add the units as well.

GreetZ, ThaPear

PS: Added to released mods list: http://forums.gaspowered.com/viewtopic. ... 119#509119

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 PostPosted: 22 Dec, 2008 
 
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The question is, did you fix the current ones?

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 PostPosted: 22 Dec, 2008 
 
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-no experimental game enders (each faction got one :P )

i dont think anyone will forbid scathis but allow mavor XD

would be nice

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 PostPosted: 22 Dec, 2008 
 
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Hi, thx for working on this never finished feature^^

Can you add something so its possible to disable a single unit? Or to manually chose all units that should be disabled?


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 PostPosted: 22 Dec, 2008 
 
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I personally would like a menu where you select either a faction or shared units (units that are the same between all 4 factions) and then you get a visual view of all the unit icons organized into categories, and then you can uncheck the ones that you don't want to use. A lot of work, but I think it'd be cool.

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 PostPosted: 22 Dec, 2008 
 
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Could you explain to me what exactly is wrong with the current ones?
If you mean that with no nukes you can still build nukes with the sera battleship & strategic missile submarine, then I don't know how to help you without using a mod to block the strategic missiles...

For the no Experimental Game Enders you just choose the experimental you want to disable, and the visual view and all the menus would be a lot of work, and I don't understand anything about UI modding (never really tried though)

As for the individual units, should I make it so that you disable the T2 Heavy tank (across all factions) or that you disable the heavy tank for a certain faction (4 times the work :(, and I don't think you'd want to disable the Heavy tank for Aeon and not for UEF, right?)

GreetZ, ThaPear

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 PostPosted: 22 Dec, 2008 
 
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just a thought you might want to make this into a optional mod that goes in the mod folder rather then an scd that you cant disable cause it would be nice to have but I dont want to have to manualy disable it every time I go to play online or enable it when I go to play with friends

edit: nvm

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Last edited by meredith on 22 Dec, 2008, edited 1 time in total.

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 PostPosted: 22 Dec, 2008 
 
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A mod that affects the lobby can't go in the mods folder, IIRC.

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 PostPosted: 22 Dec, 2008 
 
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ya I just got that. thou before I had worked on this and it was working for changing existing restrictions but now I see why it did not work unless I had the mod enabled to start with :p

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 PostPosted: 22 Dec, 2008 
 
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Is it possible to have "no commander upgrades"?

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 PostPosted: 23 Dec, 2008 
 
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No sorry, (I think) I can't affect upgrades, only blueprints (units, buildings, etc...)
Going to upgrade it now, to individual land units at first, maybe air if I feel like it...

Edit: I added in all land units, but the game didn't agree with me :P, It doesn't allow me to make more than 104 different restrictions possible, here is the download: http://home.casema.nl/ivankatwijk/SCFA/ ... tions2.rar
If anyone wants to take a look at it, the problem is at the bottom, if I move the } before the comment lines (added those to test it) 1 line down, including the CT1ENGY (removing the comment part, of course), it gives me this error:

Code:
WARNING: SCR_LuaDoFileConcat: Loading "d:\games\strategy\supreme commander - forged alliance\gamedata\restrictions.scd\lua\ui\lobby\restrictedunitsdata.lua" failed: ... alliance\gamedata\restrictions.scd\lua\ui\lobby\restrictedunitsdata.lua(777): `}' expected (to close `{' at line 667) near `"CT1ENGY"'
WARNING: ...gamedata\lua.scd\lua\ui\lobby\restrictedunitsdlg.lua(17): access to nonexistent global variable "restrictedUnits"
WARNING: stack traceback:
WARNING:         [C]: in function `error'
WARNING:         ...alliance\gamedata\mohodata.scd\lua\system\config.lua(53): in function <...alliance\gamedata\mohodata.scd\lua\system\config.lua:52>
WARNING:         ...gamedata\lua.scd\lua\ui\lobby\restrictedunitsdlg.lua(17): in main chunk
WARNING:         [C]: in function `doscript'
WARNING:         [C]: in function `pcall'
WARNING:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
WARNING:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
WARNING:         ...liance\gamedata\lua.scd\lua\ui\dialogs\mapselect.lua(247): in function `OnClick'
WARNING:         ...d alliance\gamedata\mohodata.scd\lua\maui\button.lua(133): in function <...d alliance\gamedata\mohodata.scd\lua\maui\button.lua:122>
WARNING: Error running OnRelease script in <deleted object>: ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): Error importing '/lua/ui/lobby/restrictedunitsdlg.lua'
         stack traceback:
            [C]: in function `error'
            ...alliance\gamedata\mohodata.scd\lua\system\import.lua(52): in function `import'
            ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
            ...liance\gamedata\lua.scd\lua\ui\dialogs\mapselect.lua(247): in function `OnClick'
            ...d alliance\gamedata\mohodata.scd\lua\maui\button.lua(133): in function <...d alliance\gamedata\mohodata.scd\lua\maui\button.lua:122>


I think this is the important part:
Code:
alliance\gamedata\restrictions.scd\lua\ui\lobby\restrictedunitsdata.lua(777): `}' expected (to close `{' at line 667) near `"CT1ENGY"'


I checked all that line, and it's the same as all the others, so I think it is caused by the engine not allowing more than 104 entries in a table?

GreetZ ThaPear

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 PostPosted: 30 Jan, 2009 
 
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Am having trouble getting this to work.
I place the file in the C:\Program Files\THQ\Gas Powered Games\Supreme Commander - Forged Alliance\gamedata as you said but i dont see any changes in the lobby.

Maybe am looking at the wrong place?

Also does this works for skirmish also?

Thanks


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 PostPosted: 30 Jan, 2009 
 
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ThaPear wrote:
1. Download
2. Unpack from the RAR (Using winrar or whatever)
3. Place in your Supreme Commander - Forged Alliance GameData Folder (Default C:\Program Files\Gas Powered Games\Supreme Commander - Forged Alliance (Or something...))

Based on what you said, sounds like you missed a step...

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 PostPosted: 30 Jan, 2009 
 
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No, the file is extracted.

The restrictions.scd is located in the gamedata folder.


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 PostPosted: 30 Jan, 2009 
 
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You do have FA right? Your not trying to get this to work on the original right?

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 PostPosted: 31 Jan, 2009 
 
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I got FA, hence the name of the path.

I just cant see any changes in the lobby. A screenshot would be helpfull tbh so i know what i would be looking for.
Maybe this is conflicting with something else? I only got sorians AI and GAZ_UI.


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 PostPosted: 31 Jan, 2009 
 
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Then theres not much else I can think of, hopefully ThaPear comes around soon to lend assistance or someone else might, who knows.

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 PostPosted: 31 Jan, 2009 
 
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This may sound stupid but since nobody asked it yet, did you actually check the unit restrictions screen to see if you had any new options? >.<

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 PostPosted: 31 Jan, 2009 
 
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yeap, i did, both in skirmish and in LAN, i only see the default options.


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 PostPosted: 31 Jan, 2009 
 
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Steel-Blade wrote:
yeap, i did, both in skirmish and in LAN, i only see the default options.


Then abandon all hope. lol

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 PostPosted: 31 Jan, 2009 
 
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I already added some similar unit restrictions in SupCivs.
I'll take a look at your script and then post ASAP.

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 PostPosted: 31 Jan, 2009 
 
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I just redownloaded it and placed it in my gamedata folder, and it worked, so I don't have a clue as to why it doesn't work for you.
Are you sure you don't have any other mods that don't use the mod manager?
The changes are to the unit restrictions window. Game options and then unit manager.

GreetZ ThaPear

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