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camps, castles, builders ROTWK

camp castle outpost builder

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#1 Tukolp

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Posted 22 February 2017 - 06:07 PM

Hello ,

 

I just wondered about building in castles or capms in RotWK, I saw many modder do that, but how they do that ?

I mean how could I do the same ? For example to build with men in gondor catlse from BfME 1 on all maps ?

Or switch it back to original builder strategy, with builders on all map.

How do I add buildings for builders or buildplots?

If you could give me any information about this topic it would be appreciated :)

 

Hope it was not asked before, because I don't found any other question like mine.

 

Thanks for the help,

Regards



#2 Kwen

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Posted 22 February 2017 - 08:53 PM

You can go into the maps in Worldbuilder and add scripts to unpack a base instead of placing a fortress at the start of a match, there are some Geometry issues but overall it works. The problem is that in BFME2/RotWK they stripped out the AI that was capable of using bases so if you decide to implement it then you will no longer have any AI functionality.


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#3 Tukolp

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Posted 24 February 2017 - 08:07 AM

And what if I turn my question, and want to build a fortress on a castle map, for example, to add a BfME 1 map to RotWK, and also i need the AI to work it properly.



#4 Ridder Geel

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Posted 03 March 2017 - 02:09 PM

You should be able to port the bfme 1 maps to bfme 2 :p just make sure to place the starting positions in worldbuilder.


Ridder Geel

#5 Tukolp

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Posted 03 March 2017 - 10:42 PM

Actualy my idea here, is to somehow bring back the  builders into the cuirrent version of Edain, to be able to build freely.

Or at least mod it a bit, to replace Edains citadel in the middle of my base, with a frortress building. And give the fort's deffensive upgrades to the walls from fort expansions.
I can give the building to .bse files and it spawns, but the command options are missing. Like I can't build all of the heroes, and can upgrade the fort with flags, or stonework for example.


Edited by Tukolp, 03 March 2017 - 10:44 PM.


#6 Ridder Geel

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Posted 04 March 2017 - 03:33 PM

Hm.. well I don't have any experience with modding edain, could be they removed or replaced a whole lot of things... So sadly I can't help you any further...

You could compare their files to the original files maybe?


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#7 Tukolp

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Posted 06 March 2017 - 05:58 PM

Thanks for helping.

They changed some buildings so some of the originals are not working. They use buildings from BfME 1 as I saw.

 

I posted my question on modding-union.com. And I managed to get some progress.If you interested you can read it here:
https://modding-unio...122oue1kb7n4ck7







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