Best Answer Echo, 23 August 2020 - 11:55 AM
It's difficult to figure out what the problem is here (especially if it only works for the AI), so I explain what I would do when implementing a new base:
Save your base as castle_elvesne (for saving, it is important that you save it under the "Bases" tab so it will assign the correct ending (.bse) to the file. Save the same file again as castle_elves (also make sure the "Bases" tab is selected).
Repeat these steps for the camp file.
Go to the CastleFlag object, and put this in:
CastleToUnpackForFaction = Elves castle_elves ROHAN_FLAG_CASTLE_UNPACK_COST
Then, add this to the CastleFlagNE unpack thing:
CastleToUnpackForFaction = Elves castle_elvesne ROHAN_FLAG_CASTLE_UNPACK_COST
Locate the CampFlag object, add:
CastleToUnpackForFaction = Elves camp_elves 2000
And finally, the CampFlagNE object:
CastleToUnpackForFaction = Elves camp_elvesne ROHAN_FLAG_CAMP_UNPACK_COST
That should be enough to unpack the flag for you in-game if you select a starting position where the "entrance" on the camp faces northeast (as in your picture). Try if it works in-game when you select a position that faces northeast, then do the same for the other orientations. Make sure that the folder structure is this: "bases\castle_elvesne\castle_elvesne.bse". I hope this helps.. I really can't help you figuring out what the problem might be, because it sounds strange that it only unpacks for the AI and without plots.. I've not seen that before.
Optional: As you mentioned, case-sensitivity is important. You can save a file as castle_elvesne and then implement it this way. You can later decide to hex-edit the file and change the internal name to Castle_ElvesNE, but that is entirely optional and will require you to change the capitalization on the flag objects. So for now, just leave it as castle_elvesne.
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