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---------------Editing prices of everything--------------- Editing prices is something everybody likes to know about. To edit the pricwe of a special power, go to the science.ini and find a power you want to edit: e.g. Heal. It looks something like this
Pay attention to the:
Part. The first one: "SciencePurchasePointCost = 1" means how much it will cost in single player. The second on: "SciencePurchasePointCostMP = 1" means how much it costs in multiplayer/skirmish. So if i change the 1st one to " = 2" then it will cost 2 power points in the campaign. And if i edit the 2nd one to " = 2" then it will cost 2 power points during skirmish. I don't know if using decimals works as i have never tried it but your'e welcome to try if you want. So if you want summon army of the dead to be 2 power points in skirmish but 100 in the campaign then change to look like this: Science SCIENCE_ArmyoftheDead
If you want to make army of the dead buyable at the beginning of the game, just change the PrequsiteSciences to look like this:
Now you may purchase army of the dead at the start of the campaign, or during skirmsih for both factions but you must still pay the set price. Remember to NEVER set the price at 0 as it will be buyable ingame ;) Now that's the powers done but now comes buildings, hero's and units. Go into the, gamedata.ini Even though i said that i was only going to show you how to change prices of stuff, i will show you some other cool stuff that might be nice. First i will show you how to edit a gondor soldier. Find the gondor soldier my pressing Ctrl+F and type in gondor_soldier. Then click Find Next and it should bring you to something that looks like this:
It is very simple what to do but i will go through each #define so you know what you're changing. #define GONDOR_SOLDIER_BUILDCOST = the price of the unit #define GONDOR_SOLDIER_BUILDTIME = the time it takes to build in seconds #define GONDOR_SOLDIER_HEALTH = the units health #define GONDOR_SOLDIER_HEALTH_DAMAGED = the units health when they are damaged, i don't really know what this is for though #define GONDOR_SOLDIER_HEALTH_RECOVERY_TIME = how wuick the unit heals #define GONDOR_SOLDIER_VISION_RANGE = how far the unit can see #define GONDOR_SOLDIER_HORDE_VISION_RANGE = how far the units horde can see #define GONDOR_SOLDIER_SHROUD_RANGE = how much fog of war the unit clears away when moving around #define GONDOR_SOLDIER_SWORD = how much damage the sword does #define GONDOR_SOLDIER_SWORD_UPGRADE = how much damage the sword does when the unit has forged blades #define GONDOR_SOLDIER_SWORD_PREATTACKDELAY = hmmm, i don't actually know what this does as i have never changed it before #define GONDOR_SOLDIER_SWORD_DELAYBETWEENSHOTS = how long the unit waits after attacking #define GONDOR_SOLDIER_SWORD_FIRINGDURATION = how long the units attack lats for #define GONDOR_SOLDIER_BOUNTY_VALUE = how much resources the unit gives when killed when eomers outlaw leadership or scavenger is in play So change whatever values you want to change Next is the building. There are 2 type of buildings, an economy building and a construction building. Economy buildings produce resources and construction buildings create things. So find the gondor farm. It should look like this:
Here is where you edit the farm. I will list any new #define's #define GONDOR_FARM_HEALTH_REALLY_DAMAGED = The buildings health when it's really damged #define GONDOR_FARM_MONEY_TIME = how much time it takes for the farm to produce money #define GONDOR_FARM_MONEY_AMOUNT = how much money the farm produces #define GONDOR_FARM_LVL1_EXP_AWARD = for me, this haven't done any changes #define GONDOR_FARM_LVL2_EXP_AWARD = for me, this haven't done any changes #define GONDOR_FARM_LVL3_EXP_AWARD = for me, this haven't done any changes #define GONDOR_FARM_LVL2_EXP_NEEDED = how much experience points the farm needs to reach level 2 #define GONDOR_FARM_LVL3_EXP_NEEDED = how much experience the farm needs to reach level 3 #define GONDOR_FARM_LVL2_HP_ADD = how much extra health the farm gets when on level 2 #define GONDOR_FARM_LVL3_HP_ADD = how much extra health the farm gets when on level 3 #define GONDOR_FARM_LVL2_PRODUCTION = how quick the production increases on level 2 for farms, it increases how much money it makes #define GONDOR_FARM_LVL3_PRODUCTION = how quick the production increases on level 3 for farms, it increases how much money it makes Here is the barracks:
This isn't much different at all except it doesn't make money. It creates units. Now here is Faramir, i chose Faramir because he gives out values for being on horse, bow and sword:
I will give a definition for the unexplained #define's: #define FARAMIR_BOW_PREATTACKDELAY = How long he takes to aim #define FARAMIR_BOW_DELAYBETWEENSHOTS = How long he waits until he fires his next shot (i wouldn't bother changing this as it is at it's lowest timer) #define FARAMIR_BOW_FIRINGDURATION = how long the arrow takes to hit the target (i wouldn'y suggest changing this as there is no need) #define FARAMIR_BOW_RELOADTIME_MIN = How long it takes him to reload his ammo in the minimum time #define FARAMIR_BOW_RELOADTIME_MAX = How long it takes him to reload his ammo in the maximum time That is it for prices. Now as i said before, here are some nice stuff that you can do: 1) Making it so that in skirmish you don't have the annoying colors. Ctrl+F color. Search until you find
Change that "No" to a "Yes" without the quote marks. (make sure the Yes starts with a capital letter) Then click find next until you find:
Change that "Yes" to a "No" Now for something i'm sure you definitely want to change. Commandpoints for Skirmish AND the Campaign. Find this piece of code:
I have already changed the values my adding an extra zero to skirmish games and editing the campaign. It's quite obvious what to edit here Next page - Editing the Playertemplate.ini Sorry this page was so long XD Links / Downloads
CommentsDisplay order: Newest first SaadZulfiqar - Wednesday December 26, 2012 - 15:32 PLEASE CAN YOU GUYS TELL ME HOW CAN I CHANGE THE RANK OF HEROES .. LIKE.. GANDALF IS LEVEL 5 HOW CAN I MAKE HIM 10 ? WHEN I BUY HIM FROM THE CASTLE PLEASE HELP :) Berethomb - Wednesday November 23, 2011 - 21:20 I can't get it to work! I removed the two Fell Beasts and the Witch Kings and added nine EvilMenBlackRiders, but when I play the game the witch king and fell beasts are still there and the nine Black Riders are gone! I guess it's got something with my mod not being used correctly but I can't get it to work properly! EXACTLY what should I do to play my mod? Irenë Hawnetyne - Sunday November 20, 2011 - 12:47 @clank234, having written a tutorial on how to start modding, I think you've missed the point of writing the article. Articles should be clear and easy-to-read. You may want to correct your use of language and grammar, so people do not have to translate your article ere reading it. I'm not trying to flame or offend you, but it is very unhelpful for newbs trying to start off by using an article where every other word is ... unclear. Also, put in specifics, such as 'INI.BIG', not 'ini', and 'somewhere in Boromir's animations' should probably state WHERE his Animations are. Unknown - Saturday November 19, 2011 - 21:46 @Mr.IAmHere, Mr.IAmHere - Sunday September 18, 2011 - 15:07 I get a game.dat error everytime I added aragorn to gondor modboy451 - Monday February 14, 2011 - 8:43 You forgot to but how to add other OCL's to the balrog summon Elric - Sunday January 23, 2011 - 19:27 Sorry Clank but you need to check some of your spelling and grammar... Also if you would like to improve it use some pictures as examples for the -mod command and final-big stuff, and coding etc.. and you might not want to use texting language. Hint HINT: "Every article and download to help =>u<= in modding" I will give a better rating if improved with photos and grammar. I was going to make a guide like this but i have been busy (RP) aka Rider Productions. MorguLord - Saturday January 22, 2011 - 18:30 :D |
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