The 3rd Age

Age of the Firstborn

Age of the Firstborn

A mod that adds two new factions, new CaH-Class, new maps and more

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Adding A new Faction for bfme2 & rotwk

Avatar of SquallBK

SquallBK

Category: Code
Level: Beginner
Created: Monday May 28, 2007 - 6:48
Updated: Saturday June 27, 2009 - 18:31
Views: 38702
Summary: This will take you through the steps of adding a new faction for bfme2 & rotwk.

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Now, if you wish for your porter to build its own things, you must make a new INI file for the porter. First off open up a porter file located in data/ini/object/goodfaction/units

it doesn't have to be good faction, it can be good or evil. they're all the same. So once you have it just copy the file and paste it either into your finalbig or in another folder you made in the INI. once you have it open it up.

If you have your own model for the porter, change the Model in the DefaultModelConditionState.

Now, go down to 'design perimiters' in the porter file. Look for the CommandSet line Change the line to 'HobbitPorterCommandSet' Which now that means we must go to commandset.ini to add a hobbitporter.

commandset is in the main ini directory. Open it up and go towards the bottom, not all the way and you will see the commandsets for other porters. first add your hobbitporter with this to begin-

              
Code

CommandSet HobbitPorterCommandSet
1 = Command_Stop
2 = Command_PorterExtinguishFire

End


Those are required, because that is what a normal porter does, and your porter needs it too. Now if, for example, you wanted your porter to construct a dwarven, elven, and motw barracks, just add these lines-

              
Code

CommandSet HobbitPorterCommandSet
1 = Command_Stop
2 = Command_PorterExtinguishFire
3 = Command_PorterConstructMenBarracks
4 = Command_ConstructDwarvenBarracks
5 = Command_ConstructElvenBarracks
End


now, if you observed closely, to construct a men barracks it says Command_PorterConstructMenBarracks, but for both elven and Dwarven it said Command_Construct, not porter. Don't ask why, but it is the way ea made the game. men have Command_PorterConstruct, and most other factions have Command_Construct. So be careful of that, because doing anything incorrectly in the commandset.ini can cause game errors.

To add other buildings, just do the same thing, but be careful of any incorrect spelling or anything of the sort. That goes for any INI files pretty much. and always be sure to add 'End' after every commandset too, Like shown in both examples.

So that is pretty much the basics of adding your own faction. There are a few things left out, like adding your spellbook and things of the sort, but that is because I myself have never added a spellbook and didn't want to tell you something that may be false.

That concludes this tutorial. I hope this helped. If you need any further help contact me on t3a forums or by email at squallrofl@hotmail.com

Links / Downloads

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preconverted INI Packages5300May 28, 2007 - 14:39

Comments

Display order: Newest first | Page: 1, 2, 3

Treefoz01 - Wednesday August 7, 2013 - 19:19

What do you do with the lotr.str file when you're done editing it?

Emperor of the East - Wednesday October 10, 2012 - 20:52

Something's up with the playertemplate.ini file. Every time I download the preconverted packages, I open the playertemplate file to find that it looks nothing like what I need. May I have some help solving this problem, please? I used this tutorial before on a much older computer and it worked just fine. I would like help with the playertemplate problem please. It's still an excellent tutorial, but my PC won't comply for some reason.

Halanor - Friday November 11, 2011 - 18:15

very useful tutorial thanks

mikele87 - Sunday June 5, 2011 - 14:43

Hello...i followed all the instructions but i'm occuring in the problem of page 2 about the name of the faction.
Those are the code strings i added in the playertemlate.ini:


PlayerTemplate FactionNumenor
    Side             = Numenor
    PlayableSide             = Yes
    Evil                     = No
    StartMoney         = 0
    MaxLevelMP                = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
    MaxLevelSP                = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
    PreferredColor            = R:255 G:255 B:255
    StartingBuilding            = MenFortress
    
    ;------------- NO STARTING UNITS FOR YOU -------
    ;StartingUnit0 = GondorFighterHorde
    ;StartingUnitOffset0 = X:-60 Y:185 Z:0    
    
    StartingUnit1         = ArnorPorter
    StartingUnitOffset1     = X:10 Y:200 Z:0
    StartingUnit2         = ArnorPorter
    StartingUnitOffset2     = X:10 Y:210 Z:0
    StartingUnit0        = MenPorter
    StartingUnitOffset0     = X:35 Y:200 Z:0

    StartingUnitTacticalWOTR    = MenPorter            ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
    StartingUnitTacticalWOTR    = ArnorPorter
    IntrinsicSciences            = SCIENCE_GOOD
    IntrinsicSciencesMP         = SCIENCE_MEN SCIENCE_ARNOR
    SpellBook                = GoodSpellBook
    SpellBookMp                = MenSpellBook ArnorSpellBook
    PurchaseScienceCommandSet    = GoodSpellStoreCommandSet
    PurchaseScienceCommandSetMP    = MenSpellStoreCommandSet ArnorSpellStoreCommandSet
    DisplayName                = INI:FactionNumenor
    DefaultPlayerAIType        = MenSkirmishAI
    BeaconName                = MultiplayerBeacon
    LightPointsUpSound        = GondorLightPointsUp
    ObjectiveAddedSound        = Gui_MissionObjectiveNew
    ObjectiveCompletedSound        = Gui_MissionObjectiveCompleted
    InitialUpgrades            = Upgrade_MenFaction Upgrade_ArnorFaction    ; Any upgrades this player template is born with.



    BuildableHeroesMP        = CreateAHero RohanEomer RohanTheoden GondorFaramir GondorAragornMP GondorGandalf ArnorArgeleb ArnorArveleg
    BuildableRingHeroesMP        = ElvenGaladriel_RingHero
    SpellStoreCurrentPowerLabel     = APT:SpellStoreCurrentEvenstarPower
    SpellStoreMaximumPowerLabel     = APT:SpellStoreMaximumEvenstarPower
    ResourceModifierObjectFilter     = RESOURCE_MODIFIER_OBJECT_FILTER
    ResourceModifierValues        = 100 100 100 100 90 85 80 75 71 68 66
    MultiSelectionPortrait        = UPGondor_Army
    LoadScreenMusic                = Shell2MusicForLoadScreen
End

In the str file i also added the string:

INI:FactionNumenor
"Numenor"
END

In the ROTWK I see the error in the name telling MISSING:INI:NUMENOR

I'm using patch 2.01 and running the game on windows 7 x64.
I hope someone could help me.
Thanks to all

king of the dead94 - Tuesday May 3, 2011 - 12:28

where in the lotr.str file is it? I've searched it several times without success.

clank234 - Monday November 15, 2010 - 12:26

It workd perfectly for me but when u say u only need to edit 1 fortress type, that is where i got stuck wiv no fortress.
But u either need to use an existing fortress or change all fortress files.
Keep up the gd work ;)

elvenlord95 - Saturday July 4, 2009 - 7:26

i did everything you say but i when i go to run it says that the modules are already used!how can i change their names and from were?i'm totally confused!

---------------------

has anybody a hobbit faction ready?because i try to make one and i can't!if anybody has one please upload it...

witchy king - Saturday May 23, 2009 - 13:23

for lotr.str you have to open the lang\[yourlanguage].Big with final big

melkor777 - Wednesday April 15, 2009 - 13:12

change the name of the moduletags

person 1123 - Monday January 12, 2009 - 5:01

Help! My mod gives me all sorts of weird errors with my hobbitporter when I try to run it. It says that the moduletags it uses are already used. What do I do?

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