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#1 grimbord

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Posted 29 April 2020 - 11:14 AM

Hi i made a new faction in Age of the ring mod.

 

I used this faction, i play in skimrish, but i changed to ennemy this faction, the faction do nothing, dont make unit dont make building. Why? 

pls someone help me

 

 

My setting this faction

 

playertemplate.ini

 

PlayerTemplate FactionSecondAge

Side              = SecondAge

PlayableSide      = Yes

Evil   = Yes

StartMoney        = 0

;MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )

MaxLevelMP = #DIVIDE( AOTR_PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )

MaxLevelSP   = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )

PreferredColor   = R:43 G:150 B:179

StartingBuilding  = AmonSulKeep

    StartingUnit2 =  Dove_white_in_game

StartingUnitOffset2 = X:300 Y:0 Z:0

    StartingUnit3 = Dove_white_in_game

StartingUnitOffset3 = X:0 Y:300 Z:0

    StartingUnit4 = Dove_white_in_game 

StartingUnitOffset4 = X:-300 Y:0 Z:0

    StartingUnit7 = Dove_white_in_game  

StartingUnitOffset7 = X:0 Y:-300 Z:0

    ; StartingUnit8 = CommandPointSpawn  

; StartingUnitOffset8 = X:0 Y:0 Z:0

StartingUnit4                  = DwarvenPorter

        StartingUnitOffset4             = X:30 Y:170 Z:0

        StartingUnit3                   = RivendellPorter

        StartingUnitOffset3             = X:30 Y:180 Z:0

        StartingUnit2 = RohanPorter

        StartingUnitOffset2         = X:30 Y:200 Z:0

        StartingUnit1 = MenPorter 

StartingUnitOffset1 = X:30 Y:250 Z:0

StartingUnit0 = ArnorPorter

StartingUnitOffset0 = X:1 Y:160 Z:0

StartingUnitTacticalWOTR = MenPorter

StartingUnitTacticalWOTR = ArnorPorter

        StartingUnitTacticalWOTR = RohanPorter

        StartingUnitTacticalWOTR        = RivendellPorter

        StartingUnitTacticalWOTR        = DwarvenPorter

StartingUnitTacticalWOTR = WotR202PowerGranter

IntrinsicSciences = SCIENCE_GOOD

IntrinsicSciencesMP = SCIENCE_MEN

SpellBook = GoodSpellBook

SpellBookMp = MenSpellBook

PurchaseScienceCommandSet = GoodSpellStoreCommandSet

PurchaseScienceCommandSetMP = MenSpellStoreCommandSet

DisplayName = INI:FactionSecondAge

DefaultPlayerAIType = MenSkirmishAI

BeaconName = MultiplayerBeacon

LightPointsUpSound = GondorLightPointsUp

ObjectiveAddedSound = Gui_MissionObjectiveNew

ObjectiveCompletedSound = Gui_MissionObjectiveCompleted

InitialUpgrades = Upgrade_MenFaction

// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always 

// attached to the first two buttons in the command set.

BuildableHeroesMP = CreateAHero SecondAgeElendil SecondAgeIsildur SecondAgeElendur SecondAgeElrond SecondAgeGilGalad ArnorCaptain ArnorArgeleb

BuildableRingHeroesMP = RingHeroFrodo ; RIP Gandalf GondorGandalf_RingHero ;ElvenGaladriel_RingHero

SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower

SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower

ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER

ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66

MultiSelectionPortrait = UPGondor_Army

LoadScreenMusic = MenMusicForLoadScreen

End

 

 

 

LOTR.srt

 

INI:FactionSecondAge

"SecondAge"

END

 

 

Science.ini

 

Science SCIENCE_SecondAge

PrerequisiteSciences = None

SciencePurchasePointCost = 0 

IsGrantable = No

End

 

But in enemy version dont do nothing. 

pls someone help me

 

Anyone help me how to create step by step


Edited by grimbord, 29 April 2020 - 02:34 PM.


#2 Symonius

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Posted 29 April 2020 - 11:23 AM

That's normal, everytime you create a new faction you also have to create it's AI behaviour in skirmishaidata.ini if you want it to be controlled by the enemy bot.

 

And you need to create a new .bse file in Bases.big because AI use this file as a template, without it it doesn't know where and how build the structures.

 

That's why I'm so lazy to create new factions and I still keep on the vanilla ones :smile2ap:


"All we have to decide is what to mod with the time that is given us"


#3 grimbord

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Posted 29 April 2020 - 11:41 AM

What bse? How to make this?

I never make this file. Help me how to make step by step.



#4 Symonius

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Posted 29 April 2020 - 12:10 PM

Try to follow this tutorial in 3rdage: https://www.the3rdag...item-65?addview

 

As i said I've never done it personally, so i can't follow you correctly but i know you need the worldbuilder to create a new .bse file.

 

Try to look at the other bases and then follow this tutorial, it's for BFME but should work also for BFME2.

 

Also this topic could help you maybe https://forums.revor...ying-bse-files/ ?


"All we have to decide is what to mod with the time that is given us"


#5 grimbord

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Posted 15 May 2020 - 04:40 PM

harmadik.png
masodik.png
eldő.png
xycxy.png
xcvdsf.png
lotr.png
science.png
playertemple.png
 
hi pls help me dont work the faction why?
the porter dont do nothing


#6 JUS_SAURON

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Posted 18 May 2020 - 08:39 PM

Are you planning on keeping all exiting game factions and adding a new one ?

or you can eliminate a faction and add a new one

Option 2 allows for easy AI control ,Option 1 needs a bit of coding to work properly  

A Bse file , or a Base file , its a file created in World Builder , 

it lays out a particular set-up for your base 
Try opening a few base files and see what they look like , they are found in Bases.Ini I believe 

PS I rather option 2 ,  less work and you get to see your faction come alive 

I call it Faction Hijacking , using exiting names in code , but different models and lotr.str object name changes 

 

Once the porter know as what Base set-up to build , they build the structures and a few farms etc 

Then units come out as out as you had them in the build list etc from skirmishaidata.ini


Edited by JUS_SAURON, 20 May 2020 - 10:57 AM.


#7 grimbord

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Posted 20 May 2020 - 07:22 PM

the second, but how to ?



#8 grimbord

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Posted 20 May 2020 - 07:22 PM

i dont understand



#9 grimbord

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Posted 21 May 2020 - 09:10 AM

can you help me with something?

how do i set to display multiple hero images at the bottom of the screen?

like this

hdfhd.png

Edited by grimbord, 21 May 2020 - 09:10 AM.


#10 JUS_SAURON

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Posted 27 May 2020 - 08:38 PM

Anything with HERO , in its KindOf field will be displayed at the base of screen 

 

Option 2 ; keep original name of object , but change anything else , like the art etc 

I used this in my Mods , ( see signature or find on Moddb )

basically Faction Goblins , I changed the lotr.str which is the string file or text file 

so instead of seeing Goblins you see Harad 

Then instead of building the treasure trove , I replaced it with a Mumakil pen , but kept the object name Treasure trove , I also replaced the string / text file file etc 

So then the game  thinks it’s building a Treasure trove for the Goblins , when to me the player , it is building a Mumakil pen for Harad 

 

I did the same with elves , just changed all necessary files to get the game to build Rohan stuff 

The AI functions because it thinks it’s still Elves 

PS this will wreck the Campaign stuff , but Skirmish AI is awesome 






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