Throws out all the conventional rules of a RTS game and opens the game up like a playable cheat code |
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Quick Lists Top RatedTutorials Living World Map G… Ultimate beginner'… Arrow scaling bug… Raising Heroes max… Proper Fire Arrow… Creating an asset.… Simple Structure B… Making a simple Ma… Quick and easy sno… Making patrols nea… Mods The Dwarf Holds The Peloponnesian… RJ - RotWK The Elven Alliance… Helm's Deep Last H… The Elven Alliance Special Extended E… Kings of the West… RC Mod The Wars of Arda Downloads BFME1 1.06 Widescr… Enhanced W3D Impor… Fudge's Map Pack LotR/BfME HD Logos Osgiliath Shellmap Crystals Of Ancien… 2v1 Wold The forests of Dru… Converted BFME2 an… ROTWK animations f… |
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Register and log in to move these advertisements down Expansion AI Bases for each free base placeTutorial for ROTWK
IDEA
For sure you've noticed that AI-MenFaction can build > 1 Base(fortress+stables and etc) and this bases located when was/can start play player(start point), And only AI-MenFaction can do it - it's all have a reason... BUT now we can give this opportunity for each factions! Do not ask me how it occurs and why, how i understand this system, just look what need doing for get it that's what I speak: 2 bases of one AI-player what we need edit: page 3: ..\data\ini\object\goodfaction\structures\men\fortress.ini /MenFortress/ModuleTag_castle page 4: modifier porters of each factions page 5: ..\data\ini\default\skirmishaidata.ini /AIBase of each faction and ArmyDefinition("")/TacticalAITargets(desirably, but not necessarily) page 6: editing bases of AI(.bse) |
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