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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: 39621
Summary: This will take you through the steps of adding a new faction for bfme2 & rotwk.

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So now lets move onto science.ini. This is not required to edit, but if you want your new faction to have their own science, then you need to edit this file. This is probably one of the easiest parts of coding, when you get used to it. It is not a very big file, so everything is quite easy to find. First off find the code lines that look like this-

              
Code

Science SCIENCE_MEN
PrerequisiteSciences = None
SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"!
IsGrantable = No
End


and add a new one that says this-

              
Code

Science SCIENCE_HOBBIT
PrerequisiteSciences = None
SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"!
IsGrantable = No
End


not hard at all, now is it? Now the next step is to find the code right below it that says
              
Code

;; -------------------------------------
;; Good Sciences
;; -------------------------------------

Science SCIENCE_ElvenGifts
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN OR SCIENCE_ELVES
SciencePurchasePointCost = GOOD_RANK_1_COST
SciencePurchasePointCostMP = 5
IsGrantable = Yes
End


Now, as you see in the prerequisitesciences line, it says science, good, men, and elves. If you want your faction to have the power of Elven gifts just add OR SCIENCE_HOBBIT to the PrerequisiteSciences line. you will see obviously there are more powers then just ElvenGifts, so feel free to customize your faction with their own science.

Go to the next page to learn about adding your faction to the fortress.ini which is required if you want your faction to function in the game

Links / Downloads

 HitsAdded
preconverted INI Packages5407May 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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