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Removing siege through map.ini


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#1 RoccoTheStiff

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Posted 13 December 2017 - 09:31 PM

Hey, i've had no success in doing it, i've added commandsets, army definitions, overrides of both....nothing seems to work. 

 

Anyone knows anything about this?

 

Like...i put this directly into map.ini like i saw in other ones and no go....

 

ArmyDefinition WildArmy_Override


Side = Wild


;//
;// PRODUCTION AI PARAMETERS
;//


MustUseCommandPointPercentage_Phase1 = 90% ;// The AI UnitBuilder tries to keep the army at at least this size
MustUseCommandPointPercentage_Phase2 = 90%
MustUseCommandPointPercentage_Phase3 = 95%


StructureRebuildPriorityModifier = 200%


DefaultUnitPriority = 100.0f; ;// The default build priority for a unit for which there is no ugrency
FortressRebuildPriority = 1950.0f; ;// Priority at which a fortress will rebuild


LowUnitPriorityModifier_Rush = 50.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
LowUnitPriorityModifier_MidGame = 80.0 ;// then add the result to the current unit priority in the build queue
LowUnitPriorityModifier_EndGame = 100.0 ;// (the bigger this number is the faster a unit will bubble to the top when
;// we're low on units)


EconomyBuilderMinFarmsOwned = 4
EconomyBuilderMinMoney = 200
EconomyBuilderPerFarmValue = 70
EconomyBuilderPerSecPriorityIncreaseBase = 15.0
EconomyBuilderMinTimeBetweenFarms_Rush = 15.0f;


PercentToSave_Rush = 1.0%
PercentToSave_MidGame = 3.0%
PercentToSave_EndGame = 4.0%


PhaseDuration_Rush = 300.0 ;//amount of time in seconds from the beginning of a match
PhaseDuration_MidGame = 270.0 ;//amount of time in seconds from end of Rush Phase


ChanceForUnitsToUpgrade = 90%
UpgradeSciencePriorityNormalLow = 200.0
UpgradeSciencePriorityNormalHigh = 700.0
UpgradeSciencePriorityImportantLow = 750.0
UpgradeSciencePriorityImportantHigh = 1000.0
UnitUpgradePriorityLow = 100.0
UnitUpgradePriorityHigh = 200.0




;//
;// TEAM BUILDER PARAMETERS
;//


MaxThreatForOpportunityTargets = 10.0 ;//when building a team for opportunity targets, what will the team builder use as
;//an assumed threat when building the team


ValueToSetForMaxOnDefenseTeam = 10 ;//the max number of each type of unit will get recruited onto a defense team


;//If there are no currently built units of the specific type an AI constructed team is looking for
;//it can search for replacements of a different type that are already built
;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
CombatChainSearchDepthForTeamRecruits_AttackTeams = 2;
CombatChainSearchDepthForTeamRecruits_DefenseTeams = 7;
CombatChainSearchDepthForTeamRecruits_ExploreTeams = 7;




;//
;// TACTICAL AI PARAMETERS
;//


;// the number and types of targets that the AI is simultaneously interested in at any given point
TacticalAITargets = DEFENSIVE ENEMY_STRUCTURE OPPORTUNITY EXPANSION ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
MaxTeamsPerTarget = 1 3 1 1


SecondsTillTargetsCanExpire = 14.0
ChanceForTargetToExpire = 50%


MaxBuildingsToBeDefensiveTarget_Small = 1
MaxBuildingsToBeDefensiveTarget_Med = 4
;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target


ChanceToUseAllUnitsForDefenseTarget_Small = 10%
ChanceToUseAllUnitsForDefenseTarget_Med = 25%
ChanceToUseAllUnitsForDefenseTarget_Large = 75%


;//
;// ARMY UNIT DEFINITIONS
;//


AIEconomyAssigment WildMineShaft
TemplateName = WildMineShaft
End


ArmyMemberDefinition GoblinFighterHorde_Member
Unit = GoblinFighterHorde ;infantry
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 30.0
PercentageOfArmyPhase3 = 25.0
End


ArmyMemberDefinition GoblinArcherHorde_Member
Unit = GoblinArcherHorde ;archer
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 35.0
PercentageOfArmyPhase3 = 30.0
End


ArmyMemberDefinition WildSpiderlingHorde_Member
Unit = WildSpiderlingHorde ;cavalry
PercentageOfArmyPhase1 = 20.0
PercentageOfArmyPhase2 = 30.0
PercentageOfArmyPhase3 = 20.0
End


ArmyMemberDefinition GoblinCaveTroll_Member
Unit = GoblinCaveTroll ;siege
PercentageOfArmyPhase1 = 5.0
PercentageOfArmyPhase2 = 25.0
PercentageOfArmyPhase3 = 30.0
End


ArmyMemberDefinition WildCorsairsOfUmbarHordeInn_Member
Unit = WildCorsairsOfUmbarHordeInn ;guys from the inn
PercentageOfArmyPhase1 = 10.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 20.0
End


ArmyMemberDefinition WildMarauderHorde_Member
Unit = WildMarauderHorde ;pikeman
PercentageOfArmyPhase1 = 10.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 20.0
End


ArmyMemberDefinition WildMarauderSwordHorde_Member
Unit = WildMarauderSwordHorde ;sword
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 20.0
End


ArmyMemberDefinition GoblinSpiderRiderHorde_Member
Unit = GoblinSpiderRiderHorde ;elite cavalry
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 15.0
PercentageOfArmyPhase3 = 25.0
End


ArmyMemberDefinition WildMountainGiant_Member
Unit = WildMountainGiant ;seige weapon
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End


ArmyMemberDefinition WildBabyDrakeHorde_Member
Unit = WildBabyDrakeHorde ; nasty little fire breathing monsters
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 5.0
PercentageOfArmyPhase3 = 5.0 
End


ArmyMemberDefinition EvilMenCorsairShip_Member
Unit = EvilMenCorsairShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.00
End


ArmyMemberDefinition EvilMenTransportShip_Member
Unit = EvilMenTransportShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End


ArmyMemberDefinition EvilFireShip_Member
Unit = EvilFireShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.00
End


ArmyMemberDefinition EvilShoreBombardShip_Member
Unit = EvilShoreBombardShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.00
End


;//
;// HEROES
;//


HeroBuildOrder = MordorSauron_RingHero Drogoth Drogoth WildGoblinKing WildGoblinKing WildShelob WildAzog
OffensiveBuildings = WildSentryTower
ScavangedResourceBuildings = WildLumberMill


End

Edited by RoccoTheStiff, 13 December 2017 - 09:33 PM.


#2 JUS_SAURON

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Posted 17 December 2017 - 01:00 PM

Change the command set of Seige Buidings I.e. the Seige workshops or Remove them althogether from the commadset
There are a few system maps that you see this occurring

#3 RoccoTheStiff

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Posted 17 December 2017 - 08:53 PM

Change the command set of Seige Buidings I.e. the Seige workshops or Remove them althogether from the commadset
There are a few system maps that you see this occurring

 

Hey hey, thanks for the reply, i had it like this

 

CommandSet MordorSiegeWorksCommandSetLevel1_Override
   1 = Command_ConstructMordorBatteringRam
   ;2 = Command_ConstructMordorCatapult
   ;3 = Command_ConstructMordorSiegeTower
3 = Command_PurchaseTechnologyMordorForgedBlades ; BFME EXPANSION PACT Faction Enhancement
4 = Command_PurchaseTechnologyMordorHeavyArmor ; BFME EXPANSION PACT Faction Enhancement
5 = Command_ConstructMordorBlackRiderHorde
   6 = Command_Sell
   7 = Command_UpgradeMordorSiegeWorksLevel2
End


CommandSet MordorSiegeWorksCommandSetLevel2_Override
   1  = Command_ConstructMordorBatteringRam
   ;2 = Command_ConstructMordorCatapult
   ;3 = Command_ConstructMordorSiegeTower
3 = Command_PurchaseTechnologyMordorForgedBlades ; BFME EXPANSION PACT Faction Enhancement
4 = Command_PurchaseTechnologyMordorHeavyArmor ; BFME EXPANSION PACT Faction Enhancement
5 = Command_ConstructMordorBlackRiderHorde
   6 = Command_Sell
   7 = Command_UpgradeMordorSiegeWorksLevel3
End


CommandSet MordorSiegeWorksCommandSetLevel3_Override
   1 = Command_ConstructMordorBatteringRam
   ;2 = Command_ConstructMordorCatapult
   ;3 = Command_ConstructMordorSiegeTower
3 = Command_PurchaseTechnologyMordorForgedBlades ; BFME EXPANSION PACT Faction Enhancement
4 = Command_PurchaseTechnologyMordorHeavyArmor ; BFME EXPANSION PACT Faction Enhancement
5 = Command_ConstructMordorBlackRiderHorde
   6 = Command_Sell
End

and they still made them. Iirc before i added _Override it was like that also.



#4 JUS_SAURON

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Posted 17 December 2017 - 09:38 PM

Check if you can osgilitah evil map from BFME 1 Campaign
It disallows any siege

In scripting it is under
Player - Build - Allow or Disallow one building of a Specific type

Player ???? allowed to build ??? Is FALSE

#5 RoccoTheStiff

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Posted 18 December 2017 - 03:19 AM

Check if you can osgilitah evil map from BFME 1 Campaign
It disallows any siege

In scripting it is under
Player - Build - Allow or Disallow one building of a Specific type

Player ???? allowed to build ??? Is FALSE

 

 

hey hey, thanks for the reply.....but i've thought of that, removing the building altogether, but that brings other issues, i want them to build rams, i want them to buy upgrades, i want goblins to produce units from fissure etc etc

 

I kinda did my own thing with command points where 1 soldier is 1 CP and it results in massive armies in which a ram or two can be hidden to take down towers filled with archers. If i take them that away too it wouldn't be  fun. I knoiw how to do it in game.ini because i play like that all the time, the problem is just i want to do it in map.ini because i play with a coworker at work and he is a scaredy cat ("you will break my game if you put in some of your stuff" that's what he tells me.)

 

I don't have BFME 1 but i suppose i could download and check if there's a definitive solution to this in that campaign map.


Edited by RoccoTheStiff, 18 December 2017 - 03:20 AM.





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