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Register and log in to move these advertisements down Adding a DualEconomyChoice upgrade to a factionTutorial for BFME
Have you ever wanted to give your faction two or more building option for their economy plots? Coding this in is very easy and can give a faction some interesting setups. You will be modifying the following INI's:
I recommend that you be familiar with extracting and adding files to a .big file. I also assume that your faction is all properly coded in the basics. If you don't know how to code in a new faction, or want to make sure you did it right, I recommend reading AdmiralGT's three-part “New Faction” series of tutorials. The link for the first one is available in Links. Since I am creating a Narnia faction at this time, I will use Narnia as my example faction. Just simply replace “Narnia” with the name of your faction as it appears in playertemplate.ini. First step is to give your faction the upgrade in their profile. Open up playertemplate.ini and find the line InitialUpgrades. Add Upgrade_NarniaDualEconomyChoice to the list of upgrades, making sure to keep a space between each name of the upgrades. Save it, and close. You are done there. All upgrades, in order to be properly recognized and applied, must be in upgrades.ini. This is our second step. Open the file and copy and paste the below code. Don't forget to change the word “Narnia”! One whole empty line should precede and follow the code.
Save your file and close it. For the third step, you must open up the massive civilianbuildings.ini. Find Object EconomyPlotFlag, and add this code among its other behaviors (preferably with the other similiar ones). In this case, don't put anything between it and the others.
I recommend that you do this for all objects that are economy plots, but it is not necessary. Once again, save and close. For your fourth and final step, open up commandset.ini. Copy and paste this code. It doesn't matter where you put it, but the bottom is an easily accessible place. Put a whole empty line before and after the code.
Now Narnia has three options for their economy plots, build a farm or build one of two buildings from their allies in the distant West......Save the file and close. Now take your changed INIs and add them to your .big file. Test it out! I put in existing BFME buildings as a demo, but you can add your own buildings to it. Just use Command_ConstructFactionMyBuilding or Command_UnpackExplicitFactionMyBuilding and be sure to define your new commands in commandbutton.ini. Have fun coding your faction! If you should have any problems, PM me, and I can probably help you. For those of you who do not wish to go through the trouble of adding the new behavior to all the economy plot type objects, I have included a pre-done civilianbuildings.ini. Just replace Faction1 with the name of your faction. HOWEVER, I have not added the other stuff needed for a new faction! You will have to do that on your own. Links / Downloads
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CommentsDisplay order: Newest first jasm1n88 - Tuesday January 4, 2011 - 11:45 nice one for noobs like me:) The Dark Lord of Mordor - Thursday May 28, 2009 - 1:48 i see said the blind man to his deaf friend who wasn't listening at the time. |
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