Jump to content


Photo

porter not building farms on farmtemplates

porter farm farm template not building

  • Please log in to reply
7 replies to this topic

#1 Tukolp

Tukolp
  • Members
  • 79 posts

Posted 22 March 2017 - 08:55 AM

Hello mates,

As the title says, I have a map with farm templates but the porter is not building a single slaughterhouse. If I launch the unmodded game there is no problem, but when I launch the mod, the porter builds 0 slaughterhouses on farmtemplates

I instered objects to my #define RESOURCE_MODIFIER_OBJECT_FILTER in playertemplate.
+MordorSlaughterHouse_Extern  and +MordorSlaughterHouse and the AIbuilder has these two also.

I also inserted this to skirmishaidata.ini :

    EconomyBuilderMinFarmsOwned = 4
    EconomyBuilderMinMoney = 400 ;300
    EconomyBuilderPerFarmValue = 70
    EconomyBuilderPerSecPriorityIncreaseBase = 30.0
    EconomyBuilderMinTimeBetweenFarms_Rush = 15.0f;    

and this

AIEconomyAssigment  MordorSlaughterHouse ;FarmTemplate MordorSlaughterHouse_Extern MordorLager
TemplateName =  MordorSlaughterHouse ;MordorSlaughterHouse_Extern FarmTemplate
End    

But still no luck, the porters are building the base, but not a single farm.

If anyone knows how to solve this, how to allow the builder to build edain 4.4.1's slaughterhouses on FarmTemplates from maps please help me. This is the last thing I need to make them work.

Cheers.



#2 Tukolp

Tukolp
  • Members
  • 79 posts

Posted 22 March 2017 - 09:51 AM

I post the objects ini here, hopei t helps.

ChildObject MordorSlaughterHouse SlaughterHouse

    SelectPortrait = BPCSlaughterHouse

    Draw = W3DScriptedModelDraw ModuleTag_Banner

        DefaultModelConditionState
            Model           = None
        End

        ModelConditionState = FORTRESS_IMPROVEMENT_4
            Model           = mbsltr_ban
        End

        AnimationState = FORTRESS_IMPROVEMENT_4
            StateName                = STATE_Idle
            Animation                = mbsltr_ban
               AnimationName         = mbsltr_ban.mbsltr_ban
               AnimationMode         = LOOP 
               AnimationBlendTime    = 0
            End
        End 
    End


    DisplayName                 = OBJECT:MordorSlaughterHouse
    Description                 = CONTROLBAR:ToolTipMordorSlaughterHouse
    BuildCost                   = EDAIN_ECONOMY_INTERNAL_BUILDCOST
    BuildTime                   = EDAIN_ECONOMY_BUILDTIME
    VisionRange                 = VISION_RANGE_EXTERNAL_STRUCTURE
    ShroudClearingRange         = SHROUD_CLEARING_EXTERNAL_STRUCTURE
    BountyValue                 = MORDOR_RESSOURCE_EXTERN_BOUNTY_VALUE

    KindOf                = +LIVING_WORLD_BUILDING_MIRROR +ECONOMY_STRUCTURE +CASTLE_KEEP

    Behavior = CastleMemberBehavior ModuleTag_CMB
        CampDestroyedOwnerEvaEvent    = EconPlotDestroyed
        CampDestroyedAllyEvaEvent     = AllyEconPlotDestroyed
        CampDestroyedAttackerEvaEvent = EnemyEconPlotDestroyed
    End  

    Body = ActiveBody ModuleTag_01
        MaxHealth                      = MORDOR_SLAUGHTERHOUSE_HEALTH
        MaxHealthDamaged               = MORDOR_SLAUGHTERHOUSE_HEALTH_DAMAGED
        MaxHealthReallyDamaged         = MORDOR_SLAUGHTERHOUSE_HEALTH_REALLY_DAMAGED
        DamagedAttributeModifier       = FarmDamagedAttributeModifier
        ReallyDamagedAttributeModifier = FarmReallyDamagedAttributeModifier 
        DamageCreationList             = OCL_BuildingDamageList01 CATAPULT_ROCK
        DamageCreationList             = OCL_MBSlaughterHouse_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
        DamageCreationList             = OCL_MBSlaughterHouse_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
        DamageCreationList             = OCL_MBSlaughterHouse_Chunk3 CATAPULT_ROCK BACK_DESTROYED
        DamageCreationList             = OCL_MBSlaughterHouse_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
    End

    ;Behavior = AutoDepositUpdate AutoDepositModuleTag
    ;    DepositTiming           = MORDOR_SLAUGHTERHOUSE_MONEY_TIME 
    ;    DepositAmount           = MORDOR_SLAUGHTERHOUSE_MONEY_AMOUNT
    ;    InitialCaptureBonus     = 0  ; no initial bonus
    ;End
    
    
    Behavior = TerrainResourceBehavior ModuleTag_NewMoney
        MaxIncome      = EDAIN_ECONOMY_EXTERNAL_MONEY_AMOUNT        ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
        IncomeInterval = EDAIN_ECONOMY_EXTERNAL_MONEY_TIME     ; How often (in msec) we give that much money
    End


    WeaponSet
        Conditions        = None
    End

    WeaponSet
        Weapon            = PRIMARY EconomyBow
        Conditions        = PLAYER_UPGRADE
        AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
    End


    ArmorSet
        Conditions        = None
        Armor            = ResourceArmor
    End

    ArmorSet
        Conditions = PLAYER_UPGRADE
        Armor      = ResourceHeavyArmor
        DamageFX   = NormalDamageFX
    End

    ;Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
    ;    TriggeredBy        = Upgrade_StructureLevel2
    ;End


    Behavior = ProductionUpdate ProductionUpdateModuleTag
         GiveNoXP                       = Yes  ;disable granting xp when producing units.
    End

    CommandSet     = EconomyCommandSet



    ThreatLevel = RESOURCE_THREAT_LEVEL
    ThreatBreakdown MordorFighterHorde_DetailedThreat
       AIKindOf = WALL
    End


    Behavior = CostModifierUpgrade ModuleTag_CostModifier
        LabelForPalantirString = GUI:MONSTERDiscount
        StartsActive           = Yes ; Run on build complete, not upgrade
        ObjectFilter           = ANY +MONSTER -HERO
        Percentage             = 0%
        Percentage             = -10%
        Percentage             = -15%
        Percentage             = -20%
        Percentage             = -25%
        Percentage             = -30%
    End


    Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
        UnitCreatePoint   = X:0.0 Y:0.0 Z:0.0
        NaturalRallyPoint = X:60 Y:0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! 
        ExitDelay = 300
    End  

    Behavior = SpawnBehavior ModuleTag_SpawnFightersGorbag
        TriggeredBy          = Upgrade_MiniHordeLvl6
        SpawnNumber          = 3
        InitialBurst         = 3
        SpawnTemplateName    = MordorCirithOrk_Slaved
        SpawnReplaceDelay    = 20000
        CanReclaimOrphans    = Yes
    End

    Behavior = SpawnBehavior ModuleTag_SpawnFightersShagrat
        TriggeredBy          = Upgrade_MiniHordeLvl8
        SpawnNumber          = 3
        InitialBurst         = 3
        SpawnTemplateName    = MordorBlackUruk_Slaved
        SpawnReplaceDelay    = 20000
        CanReclaimOrphans    = Yes
    End


    Behavior = PassiveAreaEffectBehavior ModuleTag_TrollLevel2Ping
        UpgradeRequired         = Upgrade_PlantShield
        EffectRadius            = 10000000
        PingDelay               = 2000
        ModifierName            = TrollLevel2Upgrade
        AllowFilter             = ANY +MordorMountainTroll +MordorMountainTroll_Angriff +MordorMountainTroll_Held +MordorMountainTroll_Belagerung +MordorDrummerTroll -STRUCTURE -INFANTRY -HERO ALLIES  
    End


    CommandPointBonus    = COMMAND_POINTS_LVL1

;-----------------------------------------------------------------
; Wirtschaftssystem 4.0
;-----------------------------------------------------------------

    Behavior = LevelUpUpgrade ModuleTag_Produktionserhöhung
        TriggeredBy       = Upgrade_EdainEconomyProduktionserhöhung
        LevelsToGain      = 1
        LevelCap          = 2
    End
    Behavior = AttributeModifierUpgrade ModuleTag_ProduktionserhöhungModifier
        TriggeredBy       = Upgrade_EdainEconomyProduktionserhöhung
        AttributeModifier = EdainEconomyProductionBonus
    End

    Behavior = LevelUpUpgrade ModuleTag_VerbesserteProduktionserhöhung
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteProduktionserhöhung
        LevelsToGain      = 1
        LevelCap          = 3
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VerbesserteProduktionserhöhungModifier
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteProduktionserhöhung
        AttributeModifier = EdainEconomyHigherProductionBonus
    End


    Behavior = LevelUpUpgrade ModuleTag_Verteidigungsmaßnahmen
        TriggeredBy       = Upgrade_EdainEconomyVerteidigungsmaßnahmen
        LevelsToGain      = 1
        LevelCap          = 2
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VerteidigungsmaßnahmenModifier
        TriggeredBy       = Upgrade_EdainEconomyVerteidigungsmaßnahmen
        AttributeModifier = EdainEconomyHealthBonus
    End

    Behavior = LevelUpUpgrade ModuleTag_VerbesserteVerteidigungsmaßnahmen
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        LevelsToGain      = 1
        LevelCap          = 3
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VerbesserteVerteidigungsmaßnahmenModifier
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        AttributeModifier = EdainEconomyHigherHealthBonus
    End
    Behavior = WeaponSetUpgrade ModuleTag_Weapon
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        ConflictsWith     = Upgrade_EasyAIMultiPlayer
    End


    Behavior = LevelUpUpgrade ModuleTag_Vorratslager
        TriggeredBy       = Upgrade_EdainEconomyVorratslager
        LevelsToGain      = 1
        LevelCap          = 2
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VorratslagerModifier
        TriggeredBy       = Upgrade_EdainEconomyVorratslager
        AttributeModifier = EdainEconomyCommandpointBonus
    End

    Behavior = LevelUpUpgrade ModuleTag_VerbessertesVorratslager
        TriggeredBy       = Upgrade_EdainEconomyVerbessertesVorratslager
        LevelsToGain      = 1
        LevelCap          = 3
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VerbessertesVorratslagerModifier
        TriggeredBy       = Upgrade_EdainEconomyVerbessertesVorratslager
        AttributeModifier = EdainEconomyHigherCommandpointBonus
    End


    Behavior = SpecialPowerModule ModuleTag_ButtonAnzeige  
        SpecialPowerTemplate     = SpecialAbilityBonusLeadership
        UpdateModuleStartsAttack = No
        StartsPaused             = No
    End    


    Behavior = CommandSetUpgrade ModueTag_EconomyLevel2CommandSet_Produktionserhöhung
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung
        ConflictsWith         = Upgrade_EdainEconomyVerbesserteProduktionserhöhung Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbessertesVorratslager   
        CommandSet            = EconomyCommandSetLevel2_Produktionserhöhung
    End   
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel2CommandSet_Verteidigungsmaßnahmen
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen
        ConflictsWith         = Upgrade_EdainEconomyVerbesserteProduktionserhöhung Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbessertesVorratslager   
        CommandSet            = EconomyCommandSetLevel2_Verteidigungsmaßnahmen
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel2CommandSet_Vorratslager
        TriggeredBy           = Upgrade_EdainEconomyVorratslager
        ConflictsWith         = Upgrade_EdainEconomyVerbesserteProduktionserhöhung Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbessertesVorratslager   
        CommandSet            = EconomyCommandSetLevel2_Vorratslager
    End 

    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Produktionserhöhung_VerbesserteProduktionserhöhung
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerbesserteProduktionserhöhung   
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Produktionserhöhung_VerbesserteProduktionserhöhung
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Produktionserhöhung_VerbesserteVerteidigungsmaßnahmen
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen 
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Produktionserhöhung_VerbesserteVerteidigungsmaßnahmen
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Produktionserhöhung_VerbessertesVorratslager
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerbessertesVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Produktionserhöhung_VerbessertesVorratslager
    End 

    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Verteidigungsmaßnahmen_VerbesserteProduktionserhöhung
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbesserteProduktionserhöhung
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Verteidigungsmaßnahmen_VerbesserteProduktionserhöhung
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Verteidigungsmaßnahmen_VerbesserteVerteidigungsmaßnahmen
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Verteidigungsmaßnahmen_VerbesserteVerteidigungsmaßnahmen
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Verteidigungsmaßnahmen_VerbessertesVorratslager
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbessertesVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Verteidigungsmaßnahmen_VerbessertesVorratslager
    End 

    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Vorratslager_VerbesserteProduktionserhöhung
        TriggeredBy           = Upgrade_EdainEconomyVorratslager Upgrade_EdainEconomyVerbesserteProduktionserhöhung
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Vorratslager_VerbesserteProduktionserhöhung
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Vorratslager_VerbesserteVerteidigungsmaßnahmen
        TriggeredBy           = Upgrade_EdainEconomyVorratslager Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Vorratslager_VerbesserteVerteidigungsmaßnahmen
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Vorratslager_VerbessertesVorratslager
        TriggeredBy           = Upgrade_EdainEconomyVorratslager Upgrade_EdainEconomyVerbessertesVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Vorratslager_VerbessertesVorratslager
    End 



    Behavior = CommandSetUpgrade ModueTag_EconomyagainstCheater_1
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = RessourcebildungEmptyCommandSet
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyagainstCheater_2
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerteidigungsmaßnahmen
        RequiresAllTriggers   = Yes
        CommandSet            = RessourcebildungEmptyCommandSet
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyagainstCheater_3
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = RessourcebildungEmptyCommandSet
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyagainstCheater_4
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = RessourcebildungEmptyCommandSet
    End 



    Behavior = ObjectCreationUpgrade ModuleTag_IamAI4Min
        TriggeredBy  = Upgrade_EasyAISinglePlayer Upgrade_EasyAIMultiPlayer Upgrade_MediumAISinglePlayer Upgrade_MediumAIMultiPlayer Upgrade_HardAISinglePlayer Upgrade_HardAIMultiPlayer Upgrade_BrutalAISinglePlayer Upgrade_BrutalAIMultiPlayer            
        Delay        = 240000
        GrantUpgrade = Upgrade_EdainEconomyVerteidigungsmaßnahmen
    End 
    Behavior = ObjectCreationUpgrade ModuleTag_IamAI8Min
        TriggeredBy  = Upgrade_EasyAISinglePlayer Upgrade_EasyAIMultiPlayer Upgrade_MediumAISinglePlayer Upgrade_MediumAIMultiPlayer Upgrade_HardAISinglePlayer Upgrade_HardAIMultiPlayer Upgrade_BrutalAISinglePlayer Upgrade_BrutalAIMultiPlayer            
        Delay        = 480000
        GrantUpgrade = Upgrade_EdainEconomyVerbesserteProduktionserhöhung
    End 


    Behavior = ObjectCreationUpgrade CreateAbfrageScript_Sauron
        TriggeredBy        = Upgrade_StructureLevel3
        Delay              = 0.0                
        ThingToSpawn       = ObjectMordorRessourceAbfrageScript_Sauron
        FadeInTime         = 0
    End


End


ChildObject MordorSlaughterHouseEdain SlaughterHouse

    SelectPortrait = BPCSlaughterHouse

    Draw = W3DScriptedModelDraw ModuleTag_Banner

        DefaultModelConditionState
            Model           = None
        End

        ModelConditionState = FORTRESS_IMPROVEMENT_4
            Model           = mbsltr_ban
        End

        AnimationState = FORTRESS_IMPROVEMENT_4
            StateName                = STATE_Idle
            Animation                = mbsltr_ban
               AnimationName         = mbsltr_ban.mbsltr_ban
               AnimationMode         = LOOP 
               AnimationBlendTime    = 0
            End
        End 
    End


    DisplayName                 = OBJECT:MordorSlaughterHouse
    Description                 = CONTROLBAR:ToolTipMordorSlaughterHouse
    BuildCost                   = EDAIN_ECONOMY_INTERNAL_BUILDCOST
    BuildTime                   = EDAIN_ECONOMY_BUILDTIME
    VisionRange                 = VISION_RANGE_EXTERNAL_STRUCTURE
    ShroudClearingRange         = SHROUD_CLEARING_EXTERNAL_STRUCTURE
    BountyValue                 = MORDOR_RESSOURCE_EXTERN_BOUNTY_VALUE

    KindOf                = +LIVING_WORLD_BUILDING_MIRROR +ECONOMY_STRUCTURE +CASTLE_KEEP

    Body = ActiveBody ModuleTag_01
        MaxHealth                      = MORDOR_SLAUGHTERHOUSE_HEALTH
        MaxHealthDamaged               = MORDOR_SLAUGHTERHOUSE_HEALTH_DAMAGED
        MaxHealthReallyDamaged         = MORDOR_SLAUGHTERHOUSE_HEALTH_REALLY_DAMAGED
        DamagedAttributeModifier       = FarmDamagedAttributeModifier
        ReallyDamagedAttributeModifier = FarmReallyDamagedAttributeModifier 
        DamageCreationList             = OCL_BuildingDamageList01 CATAPULT_ROCK
        DamageCreationList             = OCL_MBSlaughterHouse_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
        DamageCreationList             = OCL_MBSlaughterHouse_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
        DamageCreationList             = OCL_MBSlaughterHouse_Chunk3 CATAPULT_ROCK BACK_DESTROYED
        DamageCreationList             = OCL_MBSlaughterHouse_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
    End

    WeaponSet
        Conditions        = None
    End

    WeaponSet
        Weapon            = PRIMARY EconomyBow
        Conditions        = PLAYER_UPGRADE
        AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
    End

    ArmorSet
        Conditions = PLAYER_UPGRADE
        Armor      = ResourceHeavyArmor
        DamageFX   = NormalDamageFX
    End

    ;Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
    ;    TriggeredBy        = Upgrade_StructureLevel2
    ;End
    
    
    Behavior = TerrainResourceBehavior ModuleTag_NewMoney
        MaxIncome      = EDAIN_ECONOMY_EXTERNAL_MONEY_AMOUNT        ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
        IncomeInterval = EDAIN_ECONOMY_EXTERNAL_MONEY_TIME     ; How often (in msec) we give that much money
    End



    Behavior = ProductionUpdate ProductionUpdateModuleTag
         GiveNoXP                       = Yes  ;disable granting xp when producing units.
    End

    Behavior = CastleMemberBehavior ModuleTag_CMB
        CampDestroyedOwnerEvaEvent    = EconPlotDestroyed
        CampDestroyedAllyEvaEvent     = AllyEconPlotDestroyed
        CampDestroyedAttackerEvaEvent = EnemyEconPlotDestroyed
    End  

         CommandSet     = EconomyCommandSet




    ThreatLevel = RESOURCE_THREAT_LEVEL
    ThreatBreakdown MordorFighterHorde_DetailedThreat
       AIKindOf = WALL
    End

    Behavior = CastleMemberBehavior ModuleTag_CMB
        CampDestroyedOwnerEvaEvent    = EconPlotDestroyed
        CampDestroyedAllyEvaEvent     = AllyEconPlotDestroyed
        CampDestroyedAttackerEvaEvent = EnemyEconPlotDestroyed
    End 

    Behavior = CostModifierUpgrade ModuleTag_CostModifier
        LabelForPalantirString = GUI:MONSTERDiscount
        StartsActive           = Yes ; Run on build complete, not upgrade
        ObjectFilter           = ANY +MONSTER -HERO
        Percentage             = 0%
        Percentage             = -10%
        Percentage             = -15%
        Percentage             = -20%
        Percentage             = -25%
        Percentage             = -30%
    End


    Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
        UnitCreatePoint   = X:0.0 Y:0.0 Z:0.0
        NaturalRallyPoint = X:60 Y:0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! 
        ExitDelay = 300
    End  

    Behavior = SpawnBehavior ModuleTag_SpawnFightersGorbag
        TriggeredBy          = Upgrade_MiniHordeLvl6
        SpawnNumber          = 3
        InitialBurst         = 3
        SpawnTemplateName    = MordorCirithOrk_Slaved
        SpawnReplaceDelay    = 20000
        CanReclaimOrphans    = Yes
    End

    Behavior = SpawnBehavior ModuleTag_SpawnFightersShagrat
        TriggeredBy          = Upgrade_MiniHordeLvl8
        SpawnNumber          = 3
        InitialBurst         = 3
        SpawnTemplateName    = MordorBlackUruk_Slaved
        SpawnReplaceDelay    = 20000
        CanReclaimOrphans    = Yes
    End


    Behavior = PassiveAreaEffectBehavior ModuleTag_TrollLevel2Ping
        UpgradeRequired         = Upgrade_PlantShield
        EffectRadius            = 10000000
        PingDelay               = 2000
        ModifierName            = TrollLevel2Upgrade
        AllowFilter             = ANY +MordorMountainTroll +MordorMountainTroll_Angriff +MordorMountainTroll_Held +MordorMountainTroll_Belagerung +MordorDrummerTroll -STRUCTURE -INFANTRY -HERO ALLIES  
    End


    CommandPointBonus    = COMMAND_POINTS_LVL1

;-----------------------------------------------------------------
; Wirtschaftssystem 4.0
;-----------------------------------------------------------------

    Behavior = LevelUpUpgrade ModuleTag_Produktionserhöhung
        TriggeredBy       = Upgrade_EdainEconomyProduktionserhöhung
        LevelsToGain      = 1
        LevelCap          = 2
    End
    Behavior = AttributeModifierUpgrade ModuleTag_ProduktionserhöhungModifier
        TriggeredBy       = Upgrade_EdainEconomyProduktionserhöhung
        AttributeModifier = EdainEconomyProductionBonus
    End

    Behavior = LevelUpUpgrade ModuleTag_VerbesserteProduktionserhöhung
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteProduktionserhöhung
        LevelsToGain      = 1
        LevelCap          = 3
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VerbesserteProduktionserhöhungModifier
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteProduktionserhöhung
        AttributeModifier = EdainEconomyHigherProductionBonus
    End


    Behavior = LevelUpUpgrade ModuleTag_Verteidigungsmaßnahmen
        TriggeredBy       = Upgrade_EdainEconomyVerteidigungsmaßnahmen
        LevelsToGain      = 1
        LevelCap          = 2
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VerteidigungsmaßnahmenModifier
        TriggeredBy       = Upgrade_EdainEconomyVerteidigungsmaßnahmen
        AttributeModifier = EdainEconomyHealthBonus
    End

    Behavior = LevelUpUpgrade ModuleTag_VerbesserteVerteidigungsmaßnahmen
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        LevelsToGain      = 1
        LevelCap          = 3
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VerbesserteVerteidigungsmaßnahmenModifier
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        AttributeModifier = EdainEconomyHigherHealthBonus
    End
    Behavior = WeaponSetUpgrade ModuleTag_Weapon
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        ConflictsWith     = Upgrade_EasyAIMultiPlayer
    End


    Behavior = LevelUpUpgrade ModuleTag_Vorratslager
        TriggeredBy       = Upgrade_EdainEconomyVorratslager
        LevelsToGain      = 1
        LevelCap          = 2
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VorratslagerModifier
        TriggeredBy       = Upgrade_EdainEconomyVorratslager
        AttributeModifier = EdainEconomyCommandpointBonus
    End

    Behavior = LevelUpUpgrade ModuleTag_VerbessertesVorratslager
        TriggeredBy       = Upgrade_EdainEconomyVerbessertesVorratslager
        LevelsToGain      = 1
        LevelCap          = 3
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VerbessertesVorratslagerModifier
        TriggeredBy       = Upgrade_EdainEconomyVerbessertesVorratslager
        AttributeModifier = EdainEconomyHigherCommandpointBonus
    End


    Behavior = SpecialPowerModule ModuleTag_ButtonAnzeige  
        SpecialPowerTemplate     = SpecialAbilityBonusLeadership
        UpdateModuleStartsAttack = No
        StartsPaused             = No
    End    


    Behavior = CommandSetUpgrade ModueTag_EconomyLevel2CommandSet_Produktionserhöhung
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung
        ConflictsWith         = Upgrade_EdainEconomyVerbesserteProduktionserhöhung Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbessertesVorratslager   
        CommandSet            = EconomyCommandSetLevel2_Produktionserhöhung
    End   
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel2CommandSet_Verteidigungsmaßnahmen
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen
        ConflictsWith         = Upgrade_EdainEconomyVerbesserteProduktionserhöhung Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbessertesVorratslager   
        CommandSet            = EconomyCommandSetLevel2_Verteidigungsmaßnahmen
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel2CommandSet_Vorratslager
        TriggeredBy           = Upgrade_EdainEconomyVorratslager
        ConflictsWith         = Upgrade_EdainEconomyVerbesserteProduktionserhöhung Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbessertesVorratslager   
        CommandSet            = EconomyCommandSetLevel2_Vorratslager
    End 

    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Produktionserhöhung_VerbesserteProduktionserhöhung
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerbesserteProduktionserhöhung   
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Produktionserhöhung_VerbesserteProduktionserhöhung
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Produktionserhöhung_VerbesserteVerteidigungsmaßnahmen
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen 
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Produktionserhöhung_VerbesserteVerteidigungsmaßnahmen
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Produktionserhöhung_VerbessertesVorratslager
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerbessertesVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Produktionserhöhung_VerbessertesVorratslager
    End 

    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Verteidigungsmaßnahmen_VerbesserteProduktionserhöhung
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbesserteProduktionserhöhung
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Verteidigungsmaßnahmen_VerbesserteProduktionserhöhung
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Verteidigungsmaßnahmen_VerbesserteVerteidigungsmaßnahmen
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Verteidigungsmaßnahmen_VerbesserteVerteidigungsmaßnahmen
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Verteidigungsmaßnahmen_VerbessertesVorratslager
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbessertesVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Verteidigungsmaßnahmen_VerbessertesVorratslager
    End 

    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Vorratslager_VerbesserteProduktionserhöhung
        TriggeredBy           = Upgrade_EdainEconomyVorratslager Upgrade_EdainEconomyVerbesserteProduktionserhöhung
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Vorratslager_VerbesserteProduktionserhöhung
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Vorratslager_VerbesserteVerteidigungsmaßnahmen
        TriggeredBy           = Upgrade_EdainEconomyVorratslager Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Vorratslager_VerbesserteVerteidigungsmaßnahmen
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Vorratslager_VerbessertesVorratslager
        TriggeredBy           = Upgrade_EdainEconomyVorratslager Upgrade_EdainEconomyVerbessertesVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Vorratslager_VerbessertesVorratslager
    End 


    Behavior = CommandSetUpgrade ModueTag_EconomyagainstCheater_1
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = RessourcebildungEmptyCommandSet
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyagainstCheater_2
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerteidigungsmaßnahmen
        RequiresAllTriggers   = Yes
        CommandSet            = RessourcebildungEmptyCommandSet
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyagainstCheater_3
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = RessourcebildungEmptyCommandSet
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyagainstCheater_4
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = RessourcebildungEmptyCommandSet
    End 


    Behavior = ObjectCreationUpgrade ModuleTag_IamAI4Min
        TriggeredBy  = Upgrade_EasyAISinglePlayer Upgrade_EasyAIMultiPlayer Upgrade_MediumAISinglePlayer Upgrade_MediumAIMultiPlayer Upgrade_HardAISinglePlayer Upgrade_HardAIMultiPlayer Upgrade_BrutalAISinglePlayer Upgrade_BrutalAIMultiPlayer            
        Delay        = 240000
        GrantUpgrade = Upgrade_EdainEconomyVerteidigungsmaßnahmen
    End 
    Behavior = ObjectCreationUpgrade ModuleTag_IamAI8Min
        TriggeredBy  = Upgrade_EasyAISinglePlayer Upgrade_EasyAIMultiPlayer Upgrade_MediumAISinglePlayer Upgrade_MediumAIMultiPlayer Upgrade_HardAISinglePlayer Upgrade_HardAIMultiPlayer Upgrade_BrutalAISinglePlayer Upgrade_BrutalAIMultiPlayer            
        Delay        = 480000
        GrantUpgrade = Upgrade_EdainEconomyVerbesserteProduktionserhöhung
    End 

    Behavior = ObjectCreationUpgrade CreateAbfrageScript_Sauron
        TriggeredBy        = Upgrade_StructureLevel3
        Delay              = 0.0                
        ThingToSpawn       = ObjectMordorRessourceAbfrageScript_Sauron
        FadeInTime         = 0
    End

End

ChildObject MordorSlaughterHouse_Extern MordorSlaughterHouse 

    EquivalentTo = MordorSlaughterHouse

    Draw = W3DScriptedModelDraw ModuleTag_Banner

        DefaultModelConditionState
            Model           = None
        End

        ModelConditionState = FORTRESS_IMPROVEMENT_4
            Model           = mbsltr_ban
        End

        AnimationState = FORTRESS_IMPROVEMENT_4
            StateName                = STATE_Idle
            Animation                = mbsltr_ban
               AnimationName         = mbsltr_ban.mbsltr_ban
               AnimationMode         = LOOP 
               AnimationBlendTime    = 0
            End
        End 
    End

    SelectPortrait = BPCSlaughterHouse

    Behavior = CostModifierUpgrade ModuleTag_CostModifier
        LabelForPalantirString = GUI:MONSTERDiscount
        StartsActive           = Yes ; Run on build complete, not upgrade
        ObjectFilter           = ANY +MONSTER -HERO
        Percentage             = 0%
        Percentage             = -10%
        Percentage             = -15%
        Percentage             = -20%
        Percentage             = -25%
        Percentage             = -30%
    End

    BuildCost              = EDAIN_ECONOMY_FLAG_UNPACK_COST
    RefundValue            = EDAIN_ECONOMY_FLAG_REFUND_VALUE
  
    Behavior = CastleMemberBehavior ModuleTag_CMB
        CampDestroyedOwnerEvaEvent    = EconPlotDestroyed
        CampDestroyedAllyEvaEvent     = AllyEconPlotDestroyed
        CampDestroyedAttackerEvaEvent = EnemyEconPlotDestroyed
    End 


    WeaponSet
        Conditions        = None
    End

    WeaponSet
        Weapon            = PRIMARY EconomyBow
        Conditions        = PLAYER_UPGRADE
        AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
    End

    Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
        UnitCreatePoint   = X:0.0 Y:0.0 Z:0.0
        NaturalRallyPoint = X:60 Y:0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! 
        ExitDelay = 300
    End  

    Behavior = SpawnBehavior ModuleTag_SpawnFightersGorbag
        TriggeredBy          = Upgrade_MiniHordeLvl6
        SpawnNumber          = 3
        InitialBurst         = 3
        SpawnTemplateName    = MordorCirithOrk_Slaved
        SpawnReplaceDelay    = 20000
        CanReclaimOrphans    = Yes
    End

    Behavior = SpawnBehavior ModuleTag_SpawnFightersShagrat
        TriggeredBy          = Upgrade_MiniHordeLvl8
        SpawnNumber          = 3
        InitialBurst         = 3
        SpawnTemplateName    = MordorBlackUruk_Slaved
        SpawnReplaceDelay    = 20000
        CanReclaimOrphans    = Yes
    End

    CommandPointBonus    = COMMAND_POINTS_LVL1


    Behavior = PassiveAreaEffectBehavior ModuleTag_TrollLevel2Ping
        UpgradeRequired         = Upgrade_PlantShield
        EffectRadius            = 10000000
        PingDelay               = 2000
        ModifierName            = TrollLevel2Upgrade
        AllowFilter             = ANY +MordorMountainTroll +MordorMountainTroll_Angriff +MordorMountainTroll_Held +MordorMountainTroll_Belagerung +MordorDrummerTroll -STRUCTURE -INFANTRY -HERO ALLIES  
    End

    Behavior = ModelConditionUpgrade ModuleTag_ShowSauronBanner
        TriggeredBy       = Upgrade_PlantShield
        AddConditionFlags = FORTRESS_IMPROVEMENT_4
        Permanent         = Yes
    End



;-----------------------------------------------------------------
; Wirtschaftssystem 4.0
;-----------------------------------------------------------------

    Behavior = LevelUpUpgrade ModuleTag_Produktionserhöhung
        TriggeredBy       = Upgrade_EdainEconomyProduktionserhöhung
        LevelsToGain      = 1
        LevelCap          = 2
    End
    Behavior = AttributeModifierUpgrade ModuleTag_ProduktionserhöhungModifier
        TriggeredBy       = Upgrade_EdainEconomyProduktionserhöhung
        AttributeModifier = EdainEconomyProductionBonus
    End

    Behavior = LevelUpUpgrade ModuleTag_VerbesserteProduktionserhöhung
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteProduktionserhöhung
        LevelsToGain      = 1
        LevelCap          = 3
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VerbesserteProduktionserhöhungModifier
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteProduktionserhöhung
        AttributeModifier = EdainEconomyHigherProductionBonus
    End


    Behavior = LevelUpUpgrade ModuleTag_Verteidigungsmaßnahmen
        TriggeredBy       = Upgrade_EdainEconomyVerteidigungsmaßnahmen
        LevelsToGain      = 1
        LevelCap          = 2
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VerteidigungsmaßnahmenModifier
        TriggeredBy       = Upgrade_EdainEconomyVerteidigungsmaßnahmen
        AttributeModifier = EdainEconomyHealthBonus
    End

    Behavior = LevelUpUpgrade ModuleTag_VerbesserteVerteidigungsmaßnahmen
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        LevelsToGain      = 1
        LevelCap          = 3
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VerbesserteVerteidigungsmaßnahmenModifier
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        AttributeModifier = EdainEconomyHigherHealthBonus
    End
    Behavior = WeaponSetUpgrade ModuleTag_Weapon
        TriggeredBy       = Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        ConflictsWith     = Upgrade_EasyAIMultiPlayer
    End


    Behavior = LevelUpUpgrade ModuleTag_Vorratslager
        TriggeredBy       = Upgrade_EdainEconomyVorratslager
        LevelsToGain      = 1
        LevelCap          = 2
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VorratslagerModifier
        TriggeredBy       = Upgrade_EdainEconomyVorratslager
        AttributeModifier = EdainEconomyCommandpointBonus
    End

    Behavior = LevelUpUpgrade ModuleTag_VerbessertesVorratslager
        TriggeredBy       = Upgrade_EdainEconomyVerbessertesVorratslager
        LevelsToGain      = 1
        LevelCap          = 3
    End
    Behavior = AttributeModifierUpgrade ModuleTag_VerbessertesVorratslagerModifier
        TriggeredBy       = Upgrade_EdainEconomyVerbessertesVorratslager
        AttributeModifier = EdainEconomyHigherCommandpointBonus
    End


    Behavior = SpecialPowerModule ModuleTag_ButtonAnzeige  
        SpecialPowerTemplate     = SpecialAbilityBonusLeadership
        UpdateModuleStartsAttack = No
        StartsPaused             = No
    End    


    Behavior = CommandSetUpgrade ModueTag_EconomyLevel2CommandSet_Produktionserhöhung
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung
        ConflictsWith         = Upgrade_EdainEconomyVerbesserteProduktionserhöhung Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbessertesVorratslager   
        CommandSet            = EconomyCommandSetLevel2_Produktionserhöhung
    End   
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel2CommandSet_Verteidigungsmaßnahmen
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen
        ConflictsWith         = Upgrade_EdainEconomyVerbesserteProduktionserhöhung Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbessertesVorratslager   
        CommandSet            = EconomyCommandSetLevel2_Verteidigungsmaßnahmen
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel2CommandSet_Vorratslager
        TriggeredBy           = Upgrade_EdainEconomyVorratslager
        ConflictsWith         = Upgrade_EdainEconomyVerbesserteProduktionserhöhung Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbessertesVorratslager   
        CommandSet            = EconomyCommandSetLevel2_Vorratslager
    End 

    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Produktionserhöhung_VerbesserteProduktionserhöhung
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerbesserteProduktionserhöhung   
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Produktionserhöhung_VerbesserteProduktionserhöhung
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Produktionserhöhung_VerbesserteVerteidigungsmaßnahmen
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen 
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Produktionserhöhung_VerbesserteVerteidigungsmaßnahmen
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Produktionserhöhung_VerbessertesVorratslager
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerbessertesVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Produktionserhöhung_VerbessertesVorratslager
    End 

    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Verteidigungsmaßnahmen_VerbesserteProduktionserhöhung
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbesserteProduktionserhöhung
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Verteidigungsmaßnahmen_VerbesserteProduktionserhöhung
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Verteidigungsmaßnahmen_VerbesserteVerteidigungsmaßnahmen
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Verteidigungsmaßnahmen_VerbesserteVerteidigungsmaßnahmen
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Verteidigungsmaßnahmen_VerbessertesVorratslager
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVerbessertesVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Verteidigungsmaßnahmen_VerbessertesVorratslager
    End 

    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Vorratslager_VerbesserteProduktionserhöhung
        TriggeredBy           = Upgrade_EdainEconomyVorratslager Upgrade_EdainEconomyVerbesserteProduktionserhöhung
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Vorratslager_VerbesserteProduktionserhöhung
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Vorratslager_VerbesserteVerteidigungsmaßnahmen
        TriggeredBy           = Upgrade_EdainEconomyVorratslager Upgrade_EdainEconomyVerbesserteVerteidigungsmaßnahmen
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Vorratslager_VerbesserteVerteidigungsmaßnahmen
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyLevel3CommandSet_Vorratslager_VerbessertesVorratslager
        TriggeredBy           = Upgrade_EdainEconomyVorratslager Upgrade_EdainEconomyVerbessertesVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = EconomyCommandSetLevel3_Vorratslager_VerbessertesVorratslager
    End 


    Behavior = CommandSetUpgrade ModueTag_EconomyagainstCheater_1
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = RessourcebildungEmptyCommandSet
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyagainstCheater_2
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVerteidigungsmaßnahmen
        RequiresAllTriggers   = Yes
        CommandSet            = RessourcebildungEmptyCommandSet
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyagainstCheater_3
        TriggeredBy           = Upgrade_EdainEconomyProduktionserhöhung Upgrade_EdainEconomyVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = RessourcebildungEmptyCommandSet
    End 
    Behavior = CommandSetUpgrade ModueTag_EconomyagainstCheater_4
        TriggeredBy           = Upgrade_EdainEconomyVerteidigungsmaßnahmen Upgrade_EdainEconomyVorratslager
        RequiresAllTriggers   = Yes
        CommandSet            = RessourcebildungEmptyCommandSet
    End 


    Behavior = ObjectCreationUpgrade ModuleTag_IamAI4Min
        TriggeredBy  = Upgrade_EasyAISinglePlayer Upgrade_EasyAIMultiPlayer Upgrade_MediumAISinglePlayer Upgrade_MediumAIMultiPlayer Upgrade_HardAISinglePlayer Upgrade_HardAIMultiPlayer Upgrade_BrutalAISinglePlayer Upgrade_BrutalAIMultiPlayer            
        Delay        = 240000
        GrantUpgrade = Upgrade_EdainEconomyVerteidigungsmaßnahmen
    End 
    Behavior = ObjectCreationUpgrade ModuleTag_IamAI8Min
        TriggeredBy  = Upgrade_EasyAISinglePlayer Upgrade_EasyAIMultiPlayer Upgrade_MediumAISinglePlayer Upgrade_MediumAIMultiPlayer Upgrade_HardAISinglePlayer Upgrade_HardAIMultiPlayer Upgrade_BrutalAISinglePlayer Upgrade_BrutalAIMultiPlayer            
        Delay        = 480000
        GrantUpgrade = Upgrade_EdainEconomyVerbesserteProduktionserhöhung
    End 


    Behavior = ObjectCreationUpgrade CreateAbfrageScript_Sauron
        TriggeredBy        = Upgrade_StructureLevel3
        Delay              = 0.0                
        ThingToSpawn       = ObjectMordorRessourceAbfrageScript_Sauron
        FadeInTime         = 0
    End

End


#3 Tukolp

Tukolp
  • Members
  • 79 posts

Posted 22 March 2017 - 12:12 PM

I modifed them to this :

AIEconomyAssigment MordorSlaughterHouse_Ext ern
   TemplateName = MordorSlaughterHouse_Ext ern
End   

and my playertemplate :
#define RESOURCE_MODIFIER_OBJECT _FILTER ANY +MordorSlaughterHouse_Extern

Also the builder has the  _extren one

Still no farms :'(



#4 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 22 March 2017 - 05:29 PM

Ok... and you are sure that edain uses those things on that map to place farms? Maybe they somehow disabled things?

I can't really help you when you are modding a mod, since i don't know what they changed or what they didn't change :p


Ridder Geel

#5 Tukolp

Tukolp
  • Members
  • 79 posts

Posted 22 March 2017 - 06:00 PM

Yea, I aslo wrote to modding union (In german aslo, with some help of google :D )

I realy hope they can help me. Just to be sure I placed farmteplate.ini in the mods big, but still no luck. I'm reading this stuff all day, and can't get a single shot lol.

I can't believe it, I realy hope I will get some information.

If I cant make this work, than the builder system can stay with only the farms settlements, but I would be a bit weird I think :D



#6 Tukolp

Tukolp
  • Members
  • 79 posts

Posted 27 March 2017 - 08:00 AM

Changing this command solved my problem:
    DisableBaseBuilding        = No
    DisableEconomyBuilding    = No ;Yes <------
    DisableUnitBuilding        = No
    DisableScienceUpgrading = No
    DisableUnitUpgrading    = No
    DisableTacticalAI        = No
    DisableTeamBuilding        = No
    DisableWallBuilding        = Yes

 

One problem solven, and another came :D
 

Now the AI builds the slaughterhouses, but sometimes duplicates them, near each other. Why ?



#7 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 08 April 2017 - 03:45 PM

That's odd...

and the farm plots are not messed up on the map?

And there is nothing else that is telling the ai to build at places?


Ridder Geel

#8 Tukolp

Tukolp
  • Members
  • 79 posts

Posted 08 April 2017 - 03:55 PM

They are not,I have one farm template at one place on the map.

And the AI porter built another realy close to it. :D


Edited by Tukolp, 08 April 2017 - 04:02 PM.





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users