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Posts: 11
Join Date: May 2012
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Greetings,
I am new to modding and would like to make a few changes to WOTR mode as follows; Increase CP of individual territories on the world map Increase the CP of each army to around 700 or so Increase the CP in real time battles to around 2500 Replace one of the 4 hero lead armies with my created hero I would also like to allow all factions to create elite units on the world map and move them around the world any help would be appreciated, thank you. |
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Posts: 8,943
Join Date: Aug 2004
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Quote:
Increase CP of individual territories on the world map
Quote:
Increase the CP of each army to around 700 or so
Quote:
Increase the CP in real time battles to around 2500
Code:
GoodCommandPointsMP2 = 100 1000 ; 2 players EvilCommandPointsMP2 = 100 1000 GoodCommandPointsMP3 = 100 875 ; 3 players EvilCommandPointsMP3 = 100 875 GoodCommandPointsMP4 = 100 750 ; 4 players EvilCommandPointsMP4 = 100 750 GoodCommandPointsMP5 = 100 675 ; 5 players EvilCommandPointsMP5 = 100 675 GoodCommandPointsMP6 = 100 625 ; 6 players EvilCommandPointsMP6 = 100 625 GoodCommandPointsMP7 = 100 575 ; 7 players EvilCommandPointsMP7 = 100 575 GoodCommandPointsMP8 = 100 500 ; 8 players EvilCommandPointsMP8 = 100 500 Unfortunately, this affects all modes, not just WOTR. To my knowledge, there is no way to have seperate CP rules for real time battles in WOTR mode. Quote:
Replace one of the 4 hero lead armies with my created hero
First, in livingworlddefaultarmies.inc, found in data/ini/campaigns/common/, I find Theoden's code: Code:
SpawnArmy
ScriptingName = HeroArmy2
SpawnForTemplates = PlayerMen
HeroTemplateName = RohanTheoden
PlayerArmy = TheodenPlayerArmy
Icon = HeroTheodenIcon
Banner = BannerMen
End
Code:
SpawnArmy
ScriptingName = HeroArmy2
SpawnForTemplates = PlayerMen
HeroTemplateName = CreateAHero
PlayerArmy = MoW_CreateAHeroArmy
Icon = MoWArmyIcon
Banner = BannerMen
End
The Create a Hero code: Code:
LivingWorldPlayerArmy
Name = MoW_CreateAHeroArmy
DisplayNameTag = LWA:MenOfTheWest
ArmyEntry
ThingTemplate = CreateAHero
Quantity = 1
End
End
Code:
LivingWorldPlayerArmy
Name = TheodenPlayerArmy
DisplayNameTag = LWA:MenHeroArmy
ArmyEntry
ThingTemplate = RohanTheoden
Quantity = 1
End
End
If you're confused by any of this or need something explained better, let me know. Quote:
I would also like to allow all factions to create elite units on the world map and move them around the world
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Posts: 11
Join Date: May 2012
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Thanks for the thorough reply. What I was asking about the elite units I wanted to make knights of dol amoroth and noldor warriors available to build on the world map as well as keeping them from real time battles.
Also do you know if it is possible to copy a hero's .ini and create a custom hero that way? I have tinkered with giving faramir blade master and things of the sort. ----- Automerged post ----- So I got the hero army into WOTR; now how do I get his banner to show his face rather than a garrison army banner? (Get his face on the banner)? Last edited by lions_56: May 19th, 2012 at 11:15 PM. Reason: Automerged Doublepost |
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Posts: 8,943
Join Date: Aug 2004
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Quote:
Thanks for the thorough reply. What I was asking about the elite units I wanted to make knights of dol amoroth and noldor warriors available to build on the world map as well as keeping them from real time battles.
livingworldbuildableunits.ini Add this to men's section (at end of men, before Elves starts) Code:
LivingWorldPlayerArmy
Name = GondorDolAmrothArmy
DisplayNameTag = LWA:MenOfTheWest
ArmyEntry
ThingTemplate = GondorKnightsofDolHorde
Quantity = 1
End
End
Go down to the men's barracks section (near the top). First line is Code:
LivingWorldBuilding LWB_GondorBarracks Code:
ArmyToSpawn
PlayerArmy = GondorDolAmrothArmy
Icon = MoWArmyIcon
IconSize = Small
PalantirMovie = Palantir_509
ConstructButtonImage = BGStables_KnightDolAmrothIcon
ConstructButtonTitle = CONTROLBAR:LW_Unit_DolAmrothHorde
ConstructButtonHelp = CONTROLBAR:LW_ToolTipBuild_DolAmrothHorde
BuildTime = 2
End
Finally, in lotr.str, add this somewhere (Personally, I prefer to put new .str code at the very end): Code:
CONTROLBAR:LW_Unit_DolAmrothHorde "Dol Amroth Battalion" END CONTROLBAR:LW_ToolTipBuild_DolAmrothHorde "Unit Type: Elite Cavalry\nStrong vs. Archers\n" END Quote:
Also do you know if it is possible to copy a hero's .ini and create a custom hero that way? I have tinkered with giving faramir blade master and things of the sort.
Quote:
So I got the hero army into WOTR; now how do I get his banner to show his face rather than a garrison army banner? (Get his face on the banner)?
Last edited by TokyoBlade: May 20th, 2012 at 03:36 AM. |
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Posts: 11
Join Date: May 2012
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I was looking to create a hero similar to faramir with a few different abiliites. I do know how to use 6 abilities, I would like blademaster, toggle weapon, toggle mount, sniper ability (from Damrod of Arnor), Wounding shot, and Eomer's outlaw leadership.
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Posts: 11
Join Date: May 2012
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I have run into a bit of a snag. When my create a hero army loses an auto resolve battle the game crashes. How do I fix this?
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Posts: 8,943
Join Date: Aug 2004
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Quote:
I have run into a bit of a snag. When my create a hero army loses an auto resolve battle the game crashes. How do I fix this?
Quote:
I was looking to create a hero similar to faramir with a few different abiliites. I do know how to use 6 abilities, I would like blademaster, toggle weapon, toggle mount, sniper ability (from Damrod of Arnor), Wounding shot, and Eomer's outlaw leadership.
Coding needed: commandset.ini - to set the commands for your new hero. For example: Code:
CommandSet NewHeroCommandSet
1 = Command_ToggleStance
2 = Command_SpecialAbilityBladeMaster2
3 = Command_ToggleFaramirWeapon2
4 = Command_ToggleMounted
5 = Command_SpecialAbilityWoundArrow
6 = Command_RohanEomerOutlawLeadership
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
End
This is the command for Deadly Sniper: Command_SpecialAbilityDamrodDeadlySniper I changed Command_ToggleFaramirWeapon and Command_SpecialAbilityBladeMaster to Command_ToggleFaramirWeapon2 and Command_SpecialAbilityBladeMaster2 for reason's I'll explain later. experiencelevels.ini - To set the new hero's experience and what level he learns new skills. The easiest way to do this is to simply copy an existing hero's experience code and paste it at the end, then make your own changes. I used Faramir's code. So, I end up with this for level 1: Code:
ExperienceLevel NewHeroLevel1
TargetNames = NewHero NewHeroCavalry
RequiredExperience = 1
ExperienceAward = M_FARAMIR_LVL1_EXP_AWARD
Rank = 1
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End
So, continue to change all the other Faramir levels from FaramirLevel# to NewHeroLevel# and change the targetnames to NewHero NewHeroCavalry (requires two, because the new hero on foot and new hero on horse are considered different objects). Remove all the Upgrades = code as well, since this hero has different abilities. So, now you decide what level the hero learns each ability at, which is done with the Upgrades = line. The codes for the abilities you want are: Blademaster - Upgrade_AragornBladeMaster Mount - Upgrade_FaramirKnightRangerToggle Deadly Sniper - Upgrade_DamrodDeadlySniper Wound Arrow - Upgrade_ObjectLevel2 Eomer Leadership - Upgrade_EomerOutlawLeader For example, if I want Blademaster at level 2, I'd do this for the level 2 experience code: Code:
ExperienceLevel NewHeroLevel2
TargetNames = NewHero NewHeroCavalry
RequiredExperience = M_FARAMIR_LVL2_EXP_NEEDED
ExperienceAward = M_FARAMIR_LVL2_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
Rank = 2
AttributeModifiers = HeroLevelUpDamage1
Upgrades = Upgrade_AragornBladeMaster
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End
Code:
ExperienceLevel NewHeroLevel2
TargetNames = NewHero NewHeroCavalry
RequiredExperience = M_FARAMIR_LVL2_EXP_NEEDED
ExperienceAward = M_FARAMIR_LVL2_EXP_AWARD
LevelUpFx = FX:GandalfLevelUp1FX
Rank = 2
AttributeModifiers = HeroLevelUpDamage1
Upgrades = Upgrade_AragornBladeMaster Upgrade_FaramirKnightRangerToggle
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End
Code:
BuildableHeroesMP = CreateAHero GondorBoromir RohanTheoden RohanEowyn GondorFaramir RohanEomer GondorAragornMP GondorGandalf NewHero; ; Change the name of the object to NewHero, so it corresponds with the previous coding. Code:
Object NewHero Code:
ChildObject NewHeroCavalry NewHero About half way down, there's a section for design parameters Code:
Side = Men
EditorSorting = UNIT
ThreatLevel = M_FARAMIR_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = M_FARAMIR_BUILDCOST
BuildTime = M_FARAMIR_BUILDTIME
ShockwaveResistance = M_SHOCKWAVE_RESISTANCE_STRONG
TransportSlotCount = M_TRANSPORTSLOTCOUNT_HERO
Further down, look for CommandSet = GondorFaramirCommandSet and change it to Code:
CommandSet = NewHeroCommandSet Next for the ability codes. Open up aragorn.ini and find his blademaster code. Code:
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
TriggeredBy = Upgrade_AragornBladeMaster
End
Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
StartsPaused = Yes
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
HeroAttributeModifier = AragornBladeMaster
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
If you like, you can put in the AI code too (so the AI knows how to use it), but you don't have to. If you do, copy Aragorn's blademaster AI code Code:
Behavior = AISpecialPowerUpdate AragornBladeMasterAI
CommandButtonName = Command_SpecialAbilityBladeMaster
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Now, to get the visual effects of blademaster, you need to add some animation code. First, take Aragorn's code and add WEAPONSET_TOGGLE_1 (faramir's sword state) : Code:
ModelConditionState = WEAPONSET_HERO_MODE WEAPONSET_TOGGLE_1
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
End
Code:
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode
StateName = STATE_ready
Animation = ATKF
AnimationName = GUAragorn_SKL.GUAragorn_ATKF
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
FXEvent = Frame:25 Name: FX_BladeMasterHitOrient
FXEvent = Frame:45 Name: FX_BladeMasterHitOrient
End
The AnimationState needs to include the sword's weapon toggle - WEAPONSET_TOGGLE_1 StateName needs to be changed to STATE_Sword (to refer to our new hero's "Sword State" (when he is holding a sword, not a bow)). AnimationName needs to be changed to Faramir's skeleton and animations (GUFaramir_SKL.GUFaramir_ATKF) - the "ATKF" refers to a specific attack animation, using Faramir's skeleton. So, we end up with this: Code:
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE WEAPONSET_TOGGLE_1 ; Blademaster Mode
StateName = STATE_Sword
Animation = ATKF
AnimationName = GUFaramir_SKL.GUFaramir_ATKF
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
FXEvent = Frame:25 Name: FX_BladeMasterHitOrient
FXEvent = Frame:45 Name: FX_BladeMasterHitOrient
End
Code:
WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY DamrodBowDeadlySniper
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
Go down to Damrod's abilities and copy the code for Deady Sniper over to the ability section of newhero.ini. Last is Eomer's leadership, which is the easiest to bring over to the new hero. Open up Eomer's ini file and copy his leadership ability code over to newhero's ability section. Next thing to do is put the code for the new Toggle Weapon and BladeMaster commands I put in the new hero's command set. Put the following code at the bottom of commandbutton.ini Code:
CommandButton Command_ToggleFaramirWeapon2
Command = TOGGLE_WEAPONSET
Options = UNMOUNTED_ONLY TOGGLE_IMAGE_ON_WEAPONSET
FlagsUsedForToggle = WEAPONSET_TOGGLE_1
TextLabel = CONTROLBAR:ToggleFaramirWeapons
ButtonImage = HSFaramirSword UCElven_Bow
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipToggleFaramirWeapons
InPalantir = Yes
DisableOnModelCondition = WEAPONSET_HERO_MODE
End
Code:
DisableOnModelCondition = WEAPONSET_HERO_MODE Code:
CommandButton Command_SpecialAbilityBladeMaster2 Command = SPECIAL_POWER SpecialPower = SpecialAbilityAragornBladeMaster TextLabel = CONTROLBAR:BladeMaster ButtonImage = HSAragornBladeMaster ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipBladeMaster InPalantir = Yes AutoAbility = Yes AutoDelay = 30.0 ; this should sync with the Aragorn's hero mode effect time PresetRange = 50.0 UnitSpecificSound = AragornVoiceBladeMaster EnableOnModelCondition = WEAPONSET_TOGGLE_1 End Code:
EnableOnModelCondition = WEAPONSET_TOGGLE_1 Okay, there is one last thing. Code:
DisplayName = OBJECT:GondorFaramir
RecruitText = CONTROLBAR:GondorFaramirRecruit
ReviveText = CONTROLBAR:GondorFaramirRevive
Hotkey = CONTROLBAR:GondorFaramirHotkey
Code:
OBJECT:NewHero "New Hero" END CONTROLBAR:NewHeroRecruit "Recruit the New Hero" END CONTROLBAR:NewHeroRevive "Revive the fallen Hero, New Hero" END CONTROLBAR:NewHeroHotkey "&New Hero" END Well, that's finally it... If you have any problems or questions, let me know. Last edited by TokyoBlade: May 21st, 2012 at 01:55 PM. Reason: I'm a fool |
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Posts: 11
Join Date: May 2012
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Thank you for your help. Will this replace Faramir or simply add the new hero? And one more question for now, how can I make Arnor playable in WOTR mode? Could I apply the same code to other custom factions?
Also are you familar with RJ Rotwk? I would like to add some of the features in his game to mine. Such as the Easterling and Rohan factions as well as the expanded WOTR living world map. |
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Posts: 8,943
Join Date: Aug 2004
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Quote:
Thank you for your help. Will this replace Faramir or simply add the new hero?
Quote:
And one more question for now, how can I make Arnor playable in WOTR mode?
For example, in livingworldplayers.ini There's this Code:
;LivingWorldPlayerTemplate PlayerArnor I can't test it myself because I don't have the game. Quote:
Could I apply the same code to other custom factions?
Quote:
Also are you familar with RJ Rotwk? I would like to add some of the features in his game to mine. Such as the Easterling and Rohan factions as well as the expanded WOTR living world map.
Remember, if you plan on releasing your mod online, you should get permission from the RJ Rotwk creators to use their code. But yeah, if you look at the modded ini files from RJ Rotwk and see what they did, you could then try putting it into your own mod. |
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Posts: 11
Join Date: May 2012
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Do you know how to make more than one created hero buildbable?
Last edited by lions_56: May 21st, 2012 at 05:44 PM. |
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Posts: 8,943
Join Date: Aug 2004
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Posts: 11
Join Date: May 2012
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This is the error that causes the game to crash when my created hero army loses an auto resolve battle:
Runtime Error! Program C:\PROGRA~2\ELECTR~1\THELOR~\game.dat This application has requested the Runtime to terminate it in an unusual way. Please contact the applications's support team for more information. The game crashes when I try to select the hero army after he is defeated in an auto resolve battle. |
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Posts: 8,943
Join Date: Aug 2004
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This is the error that causes the game to crash when my created hero army loses an auto resolve battle:
Runtime Error! Program C:\PROGRA~2\ELECTR~1\THELOR~\game.dat This application has requested the Runtime to terminate it in an unusual way. Please contact the applications's support team for more information. The game crashes when I try to select the hero army after he is defeated in an auto resolve battle. Ah, sorry about that; I forgot to put in one single line of code that prevents that from happening: In livingworldautoresolvebody.ini, go to the create a hero section Code:
AutoResolveBody AutoResolve_CreateAHeroBody
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL1_HP Level:1
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL2_HP Level:2
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL3_HP Level:3
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL4_HP Level:4
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL5_HP Level:5
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL6_HP Level:6
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL7_HP Level:7
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL8_HP Level:8
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL9_HP Level:9
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL10_HP Level:10
End
Code:
AutoResolveBody AutoResolve_CreateAHeroBody
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL1_HP Level:1
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL2_HP Level:2
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL3_HP Level:3
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL4_HP Level:4
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL5_HP Level:5
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL6_HP Level:6
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL7_HP Level:7
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL8_HP Level:8
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL9_HP Level:9
HitpointsAtLevel = Hitpoints:CREATEAHERO_LVL10_HP Level:10
LeaveInArmySummary = Yes
End
Since this hero replaced Theoden, it would probably be a good idea to remove that line from Theoden's code. |
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Posts: 11
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Ok I want to the created hero for all factions as a hero army, my question is what part of this code needs to be altered for each faction?
SpawnArmy ScriptingName = HeroArmy5 SpawnForTemplates = PlayerMen HeroTemplateName = CreateAHero PlayerArmy = MoW_CreateAHeroArmy Icon = MoWArmyIcon Banner = BannerMen End What do I do with MoW_CreateAHeroArmy for each faction? |
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