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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: 39623
Summary: This will take you through the steps of adding a new faction for bfme2 & rotwk.

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If you don't understand what files go where from bfme1 to bfme2, then this is a good article to read. This tutorial will take you through the steps of adding a new faction. If you want to add your new faction to the AI, then you may want to read a different article. First, the files we will be editing are-

playertemplate.ini
lotr.str
science.ini
menfortress.ini (doesn't always have to be just menfortress, but will be explained in the tutorial.)


Lets start with playertemplate.ini. Playertemplate.ini is required to be edited, or the new faction you plan on making, will not even appear playable in skirmish mode. So lets begin.

When you open up the file, you will see that pretty much everything is the same. So lets just use the Hobbits as an example for this tutorial.

first off, copy and paste the code that looks like this-


              
Code
PlayerTemplate FactionMen
Side = Men
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:43 G:150 B:179
StartingBuilding = MenFortress

;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 = GondorFighterHorde
;StartingUnitOffset0 = X:-60 Y:185 Z:0


StartingUnit1 = MenPorter
StartingUnitOffset1 = X:30 Y:200 Z:0
StartingUnit0 = MenPorter
StartingUnitOffset0 = X:1 Y:130 Z:0

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

// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.

BuildableHeroesMP = CreateAHero RohanEomer GondorBoromir RohanTheoden GondorFaramir AragornNew GondorGandalf DwarvenGimli ElvenLegolas ElvenGlorfindel ElvenHaldir ArnorCaptainStealthless
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


but now lets begin editing it-


              
Code


PlayerTemplate FactionHobbits ; the faction name
Side = Hobbits ; what side will your faction be on?
PlayableSide = Yes ; self explanatory, choose no, and you can't play it in the game.
Evil = No ; is your faction evil or not?
StartMoney = 0 ; how much money will your faction start off with?
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ); just ignore this for now
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ); just ignore it
PreferredColor = R:43 G:150 B:179; the preferred color of your faction. It really isn't necessary to edit this, but feel free
StartingBuilding = MenFortress ; the starting building of your faction

;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 = GondorFighterHorde ; this would normally be the units your faction starts off with, but when any code line has a ';' in it, that usually means it will be ignored.
;StartingUnitOffset0 = X:-60 Y:185 Z:0; just ignore this


StartingUnit1 = HobbitPorter ;the porter that your faction will start with.
StartingUnitOffset1 = X:30 Y:200 Z:0
StartingUnit0 = HobbitPorter
StartingUnitOffset0 = X:1 Y:130 Z:0

StartingUnitTacticalWOTR = MenPorter ;the starting units for war of the ring.
StartingUnitTacticalWOTR = MenPorter ; same thing. You can also add the same code line for different starting units if you wish to do so
IntrinsicSciences = SCIENCE_GOOD ; will your faction use good or evil science?
IntrinsicSciencesMP = SCIENCE_HOBBIT; the science your individual faction has. It is not required to be edited, but is suggested.
SpellBook = GoodSpellBook ; evil spellbook or good spell book?
SpellBookMp = HobbitSpellBook; The individual spellbook for your faction.
PurchaseScienceCommandSet = GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP = MenSpellStoreCommandSet
DisplayName = INI:FactionHobbit ; this is referencing to the lotr.str. It will be explained when we come to it.
DefaultPlayerAIType = MenSkirmishAI; I'm not 100% sure, but i'd guess that it is the strategic AI that the faction uses. But again that will have to be added.
BeaconName = MultiplayerBeacon
LightPointsUpSound = GondorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_MenFaction ; Any upgrades this player template is born with.

// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.

BuildableHeroesMP = CreateAHero RohanEomer GondorBoromir RohanTheoden GondorFaramir AragornNew GondorGandalf DwarvenGimli ElvenLegolas ElvenGlorfindel ElvenHaldir ArnorCaptainStealthless; the buildable heroes for your fortress.
BuildableRingHeroesMP = ElvenGaladriel_RingHero ; the ring hero for your faction.
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

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preconverted INI Packages5407May 28, 2007 - 14:39

Comments

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

Daveth23 - Monday March 31, 2008 - 12:44



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I do everything you say to do but it just doesn't work. Where do I put the new .ini file for the porter?

SquallBK - Monday February 18, 2008 - 17:30

morjin- In the main rotwk directory go to the folder 'lang' and open up the english.big file. lotr.str is in there.

morjin - Friday February 15, 2008 - 12:17

cant find lotr.str, can only find lotr.csf :(
really need it for my mod

spetey - Wednesday January 23, 2008 - 15:02

Thanks i am using this for my Rise of Morgoth mod. Check it out, it is 1/3 of the way done. arnor is FINISHED!!

JaYk - Thursday August 2, 2007 - 14:28

Good work! Simple to understand and works really well.

aragon94 - Monday June 4, 2007 - 3:52

Really good and helpfull. THX!!

SquallBK - Monday May 28, 2007 - 14:18

actually nevermind, I know what you mean now, sorry lol I'll do that right now.

SquallBK - Monday May 28, 2007 - 14:16

to tell you the truth, im not 100% sure of what you mean lol. Tell me what they are and I will do it.

Bart (Administrator) - Monday May 28, 2007 - 10:59

you should really add code tags and other markup

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