The 3rd Age

BFME II: Deluxe Edition

BFME II: Deluxe Edition

Fixing problems with BFME 2 and giving it more depth.

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Custom Heroes & AI for BFME1

Avatar of Hebblewhite

Hebblewhite

Category: Worldbuilder
Level: Intermediate
Created: Wednesday July 18, 2007 - 17:49
Updated: Monday September 13, 2010 - 11:56
Views: 7180
Summary: Getting the BFME 1 AI system to build and use custom heroes effectively - including special powers

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Select “Edit-->Edit Teams…”.

Along with “Scripts” editor, the “Team Builder” dialog is an important part of the Worldbuilder environment, and if you intend to build your own maps in the future, you will find yourself using this tool a lot more.

Our first task is to add a new team to our player ironically called “Player”. When you select it, you will be greeted by a large list of teams for use within the Mordor faction. You will notice that they are all broken down into specific categories. Some examples are:

•    Attack – Any units that the AI system will send to your base (or towards you on the battlefield) during an attack. There are however several forms of attack, so you may see several sub-categories of attack teams… each team with its own set of objectives and motivations.

•    Defense – Obviously the opposite of attack. There are also many forms of defense such as a counter for siege attacks or hero attacks to name but a few. The way the AI system defends its base is achieved using several sub-categories.

•    Hero – Used for anything hero related. Each hero will usually have its own team.

•    Patrol – Used to control the little bunches of units that run about the map during a skirmish. They can be told to patrol specific routes, and look out for specific types of enemy units. Again, look out for several sub-categories.

There are quite a few more team types, and you can learn a lot by experimenting with them. Basically, just think of a team as a bunch of hordes/units that hang around together acting in accordance with a specific set of instructions.

One last example (I know I’m dragging on a bit now!) would be an “Anti-Cavalry” team made up of a bunch of Uruk Pikemen. They could patrol about looking to get themselves into the porcupine formation whenever a cavalry-based unit approaches them. It’s that simple.

Hero based teams can be thought of in the same way… they not only control the actions of a specific hero but also the conditions under which they should be built and utilised. More expensive/powerful heroes should only be constructed during the mid or late game, after a stronger economy has been created.

For now, copy the “Hero – Witch King” team and then select your duplicate version. Using the “Edit Team Template” dialog, we firstly need to replace the “MordorWitchkingOnFellBeast” object with “MordorSauron”. Also, make sure you re-name this team using the text-box in the top-left hand corner.

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Custom Heroes & AI for BFME12465July 19, 2007 - 4:42

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Hebblewhite - Thursday July 19, 2007 - 4:44

Hey guys,

I've added a pdf version of the tutorial for easier reading... this one is a bit long (apologies for that), but I decided to combine both parts 1 and 2 of the set to make it easier to follow.

Cheers,

Hebblewhite.

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