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Register and log in to move these advertisements down Custom WotR ScenariosTutorial for
Page 5 Now finally it will all come together in a LivingWorldCampaign. You may just copy one of the other wotrscenario .inc files and change it to your liking. Let's take a look at the LivingWorldCampaign block:
As you can see this scenario includes the default RTS settings but you may instead include your own file (see page 3) or just enter the fields right here. I must confess I am not exactly sure what the IsEvilCampaign does. IsScriptedCampaign is apparently used in the ingame WotR tutorial and probably enables script commands (have not looked into it yet...). The Scenario sub block contains about all the important information of a scenario:
The Display fields specify the strings to be displayed in the WotR menu. If you're thorough and don't like reading 'MISSING:' ingame you can add your own names and descriptions in data\lotr.str. Remember the LivingWorldRegionCampaign on the previous page? With RegionCampaign you can specify which one to use. The rest of the fields (DisallowStartInRegions, DefaultStartSpots, DisableRegions) should be selfexplanatory. If you don't want to specify these values you can simply omit these fields. You can define one PlayerDefeatCondition/TeamDefeatCondition for all teams or one for each. The same goes for TeamVictoryCondition. For the conditions of victory you can specify the regions which have to be controlled (e.g. the "Struggle for Strongholds" scenario) and how long you have to hold them to win and how many regions (or any combination of these conditions that make sense). (On a side note: NumControlledRegionsLessOrEqualTo = -1 in a PlayerDefeatCondition is possible and will prevent any players with no territories from losing. If they lose there last territory they will have to seek refuge with an ally. I call this type of game Roaming Armies :). Now let's take a look at an OwnershipSet block. OwnershipSets can be used to start the game with regions (other than the starting regions) already claimed by players, explicitly spawning starting armies and buildings:
Again these code lines do exactly what they say: Which Regions belong to the player who starts in StartRegion. Any SpawnArmies we defined on Page 2 may be spawned in a region. The four types of buildings LW_ARMORY, LW_BARRACKS, LW_FORT and LW_FARM can be spawned in a region. You may spawn any SpawnArmy you have defined in all owned regions or non at all. If you do use OwnershipSets it's better to synchronize the StartRegions with the DefaultStartSpots in the Scenario block and disallow all the other regions as starting positions. Therefore if the player has facton Men and starts in Minas_Tirith he will own Osgiliath and Gondor as well and have buildings in all these regions. His HeroArmy1 (Aragorn) will start in Gondor. The other two HeroArmies will start in the StartRegion. Furthermore the player will already have two Ranger battalions and the minor hero Faramir in Osgiliath. Back to the Scenario block right into the sub block Act One.
This block finally includes the default SpawnArmies and some visual stuff. If any of the default SpawnArmies are already spawned within an OwnershipSet in the starting region they will not be created again there. HeroArmies will only be spawned once (if not within an OwnershipSet then by default in the starting region). If all is done just add an include command for your file to the list in data\ini\campaigns\riskcampaign.ini. This finally concludes this tutorial. If you have anything to say or any corrections to offer please feel free to comment. CommentsDisplay order: Newest first Unknown - Saturday February 25, 2012 - 8:36 This is a good tutorial :) |
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