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Register and log in to move these advertisements down Adding Morthond Bowmen into a mod
AI for New Units: All right, this will be a quick walkthrough of how to get the AI to purchase the new units as well as enabling them to get to the a little quicker. 1) Open up the skirmishaidata.ini file in the default folder. 2) Look for:
3) Within this area look for:
4) Just below that block for the ranger unit copy and past the ranger block again. 5) Rename GondorRangerHorde_Member to MorthondBowmanHorde_Member 6) Change the unit to MorthondBowmanHorde Now we get to the %s in the armydefinition. These %s are used as a guideline to the AI on when to build specific units and how many to build. There are basically three phases of the game for the ai: Rush Mid-game End-game The duration of these phases are determined in seconds by:
So now when we set up the percentages we will take this in mind. For now, I'm going to split up the ranger %s and build more rangers in Phase2 since there is an additional upgrade for the Bowmen, and then 15% each in Phase three. 7) Change the %s, I used:
Now the AI will build the new unit in game, but if you play you will notice something at this point. In order to build a battalion of the Bowmen, you need to have a level 3 archery range, but the AI just doesn't ever seem to do it or they do it late game. To remedy this we will do a slight modification. (This is more effective in RotWK than in BFME2 from what I hear) 1) Open the upgrade.ini file and look for:
2) There should be 4 lines, type, buildcost, buildtime, and displayname. Add another line and put in:
This tells the AI that in order to build a unit they need to purchase the upgrade and the AI is more likely to reach level 3. So that is it for AI changes. Next Page: WotR and text strings Links / Downloads
CommentsDisplay order: Newest first | Page: 1, 2 modboy451 - Friday December 3, 2010 - 13:04 you could be a little for clear on where to place the .tga and.w3d files(maybe add spme space inbetween lines) otherwise It was a great tutorial! BigBrainiac - Monday October 25, 2010 - 16:27 This is a good, well written article. Rob38 (Team Chamber Member) - Monday September 6, 2010 - 18:53 Some of the material such as the AI and WOTR mode will not work for BfME1. Most of the general information though should be applicable to BfME1 modders. Souske22 - Monday September 6, 2010 - 17:58 Ok rather stupid question buuut I was wondering would this Tutorial also work for BFME1 to replace models? Asking so I dont kinda waste time reading this and following the steps to replace regular gondor soldiers with Numenorian Models. acidRain - Wednesday June 23, 2010 - 7:33 Hmm...well, I followed all the instructions - to the letter - and my model's still invisible. If it helps, I attempted xxxMr. Xxxx's Aragorn bow/sword model. I'm no novice to coding, but modeling and skinning absolutely baffles me. {AE}Manveru - Tuesday September 1, 2009 - 12:08 @Kingeragon007, did you compile your asset.dat properly? And add it into the .big file? *Kingeragon007* - Saturday August 9, 2008 - 20:17 hey im new around here, Tar-Palantir - Tuesday May 6, 2008 - 18:36 @ lycan, Robnkarla's using RoTWK, you're probably using BFME I or BFME II so the locomotors have diferent names, I suggest you check some other file to see what they're called. Centurion - Monday March 24, 2008 - 22:46 I keep getting this message: lycan - Monday October 1, 2007 - 12:45 i did everything, |
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