My experience is very limited as well. I followed the Tutorials provided by Eliwood on his Youtube Channel. I followed his example, but I get this error. I have looked up the ScarDoc to make sense of it, but Lua is a very new thing to me.
I will look into it further and I'll let you know if I can get it to work. I figured out how the Tiger Ace modifies the players resource income too.
I also used the idea from the Ardennes Assault Rangers the Limited Demo Charges. Granted, it's an ability, so I made it a reinforcement action, but that didn't operate the way I thought it would.
I made some units in each faction require an upgrade before they are able to be requisitioned. However, it seems the AI doesn't buy the upgrade in order to use the units. So if anyone can help with my problem, much appreciated. I just want the AI to buy the upgrade.
Great! Now, do you want to make the minimal possible change, or do you want to set it up to offer several variants? For example, offering different amounts of AI resource reduction?
Also, do you want to use the same reduction for all four AI levels?
While you're waiting for me to see your reply, go ahead and look at the three files it made for you. You can open them with a text editor. The .mod is really a .xml, the .win is some program-like text that they probably parse with custom code in the game, and the .scar is a script written in Relic's variant of the lua scripting language. All we'll need to change is the script, but you might as well take a peak at the others. If you want to go minimalist we'll just add some stuff near the end of the script file, or if you want to go fancy we'll add some new files.
Ok, Everything appears to check out. Basically all I want is to zero out the Resource Bonus the AI gets at Hard and Expert. I don't really bother with the Normal or Easy AI in matches. Essentially all I want is to make it so the AI has the same resource income as players do at the start of the game. Nothing too fancy.
Start by reading Janne252's guide "Modding: Getting started with the official tools" in the Guides section here at coh2.org. Follow the instructions for installing and configuring the tools.
In the next section, "The first mod", we diverge from those instructions at Figure 5 - you want to pick WinConditionPack instead of PropertyBagGrouopPack. However, go ahead and read that section before you start, for a suggestion on what directory to create for your mod(s) and what kind of image to create if you want a preview image. (If you are going to publlish your mod, a preview image will make it look much more professional. Just use a screenshot if you're not an artist.)
Also, decide on a name for the mod. For this example I will call it "No Cheating AI WC".
Now, do everything through Figure 5, except tell it you want to make a win condition instead of a pbg. The wizard that pops up will look a little different, and here is what you need to do for each field:
Mod file: Click the button with three dots. In the pop-up, navigate to the directory you created to hold your mods,type in the file name no-cheatin-ai-wc.mod, and press Save. It will create a default file for you, which we can talk about later.
Name: Enter "No Cheating AI WC", without the quotes.
Preview Image: If you made a preview image, put it in the directory you made for the mod, and use the "..." button to find it and add it. If you're skipping the image, just skip this field entirely.
Win Condition File: Do just like for Mod File, exept call it .win
Scar File: Ditto, except call it .scar
Leave the box at the bottom unchecked to create an annihilation mod. (If you want a VP mod, we'll have to experiment because I haven't done that yet. Presumably checking the box causes it to create different starting files for you.)
Click 'OK' and it will close the wizard.
Back in the mod builder, drag the horzontal line near the bottom up until it's just below the "data" and "info" folders at the top. If you don't do this you won't see all the output, and your build might fail without you being able to see that it did, or why.
Use the Build menu to build it, and make sure it does not show any errors. Start the game, create a skirmish, and make sure you can see your mod in the Win Condition options. Actually start a game. You won't see anything interesting yet, but that will tell you that everything is working.
Once you get that far, post again that you got there OK, and we'll talk about the intersting part - editing the script to make the changes you want.
Alright, followed your instructions down to a Tee. What be the next steps?