Tutorial 1:
Editing an existing unit to make it faster and stronger.

Overview
The Purpose of this tutorial is to learn how to modify existing units to make them last longer in battle.

Tutorial
These tutorials build upon each other, so things learnt in tutorial one will not be repeated in later tutorials. Therefore, I still suggest you read this, even if you know how to do it.

Ok, start up SE2K and click The Infantry Button on the main toolbar. The button is shown in pic 1.1.

 
Pic 1.1 The Infantry button on the main toolbar

The infantry window will then appear. 

From the list on the left, select "Light Infantry" (you will need to expand the "Normal Units" group (if the list is shown in groups). If you don't know how to do this, click on the [+] next to the "Normal Infantry" text)

On the right hand side, the current settings for the Light Infantry are shown. You can tell which unit is active through the text behind the toolbar (although this can be turned off), and on the caption of the window. The section to the right, should look as below.....


The default settings for the "General" section of the Light Infantry. 

The armour setting is a drop down list of "None, Light, Wood, Heavy and Concrete". These go in order of strength, so Concrete is the strongest.

The way the armour setting works is when the unit gets hit by a weapon, the warhead of that weapon is told what amount of damage it can do to each armour type. For example, the "Multiple Small Arms" (used by most of the machine gun type weapons) is rated at 100% for units with no armour (meaning all of it's damage strength is used against that unit), to 25% for concrete. 

So if the weapon has a damage strength of 100 when the weapon hits the default Light Infantry, 100 points of the unit's strength are lost. If however this unit has concrete armour, only 25 strength points are lost. Meaning that it can take 4 times as many shots before it dies.

Click on the drop down arrow of the amour combobox and select "Concrete" From The List.

Ok, you have now made this unit stronger against certain weapons. However, to complete the strengthing it's best to increase the unit's strength as well.

Click in the "Strength" edit box, delete the contents and type in 250.

Ok, so it's now stronger. However, wouldn't you like it to be quicker as well? Well, that's just as simple.

Click in the speed box. To the right of this box, there are two buttons, one pointing up and one pointing down. These will increase or decrease the setting in the box. Click on the up arrow to increase the speed until it says "10". (You can also type the value in if you wish).

10 is the quickest an infantry unit can move. If set to a higher value the unit would move unpredictably and would eventually stop and appear to be running on the spot.

For this reason, SunEdit 2K limits the speed value to 10.

Click the save button ()

The infantry window will now close. From the main menu, apply the changes by clicking the apply changes button (shown below)


The Apply Changes button.

Once the settings have been compiled and applied, run Tiberium Sun. If you start a game (skirmish or campaign) you should see the difference straight away (by the way the Light Infantry now zip around the map).

If you load a saved game, you will need to restart that level for the changes to take effect. This is because when you start the level, the current rules.INI is read in and processed by Tiberian Sun. This is then stored in the saved game when you save it.

That's it! Congratulations, you just made your first change to Tiberian Sun. See how easy that was? 

You can download the changes made in S2K file format below, you can then load this into SunEdit 2K.

 

Links:

Tutorial Results In S2K file

Return to Tutorial Index.

© 2004 Online Enthusiasts Limited. Childs Play Software is a trading style of Online Enthusiasts Limited.