Author Topic: modding IDs  (Read 2072 times)

Offline Warcaliptolf

  • Newbie
  • *
  • Posts: 11
modding IDs
« on: January 20, 2017, 08:06:17 PM »
at one point I was borrowing a laptop I had modded the game to work with a huge map that had many AI bases that they built them self but had bugs of some units having unlimited hp.  I'm curious if back then when I said tech IDs around hooman that it was taken into account that it could allow such maps to use the new techtree(forgot which or who made it).  I'm mostly bringing this up in case some or such things have improved with the game it's self to enable more comparability, if with other tech trees and that map that I forgot.  as I might re-mod outpost2 back the way I wanted it and recreate my mod I had before i lost it to the laptop.