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Nazgûls "Special Extended Edition"


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#41 Nazgûl

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Posted 23 December 2006 - 11:25 PM

Thanks bro - it just freaks me out when they call it easy :lol: It's friggin HARD to mod! :lol:
But I admire those who got it all under control. I've spent several days now trying to get just the hero powers to work (my other thread about the nazguls). I guess the problem is I got toggle on them wich resets things for me... and no matter what I do I can't get the morgul blades to NOT reset! *banging my head*

- About the hobbits, I'm about to switch them to fortress only, since there seems to be no way to get the hobbit house to act like a fortress *lol*

- If you get the silverthorn arrow heads animation thingy working, PLEASE let me know! :blink: Best of luck to you! ;)

---------

Now: new topic again, since none of the other was solveable... :p

Adding structures and units from other mod
In BFME2.5 by Tom8778... there's some Rohan buildings incorporated into the Mens faction. This suits my mod perfect, but I can't find a way to figure out which inis I need for this without overwriting something important in the original mod I'm working on. Anyone here that knows anything about that mod and its file structure? What files do I need?

And yeah, I have asked Tom, but he's a bit busy with BoG. He said however:

tbh, i have not worked on this mod for months (as said), so i cant remember. Your best bet is todo this your self. its not hard, simply replace the gondor buildings models and animations, with the rohan ones. Ask in t3a modding forums if you run into trouble, since im not going to be around for awhile.

good luck

Tom


Anyone else with experience from that mod? :) I would really like to extract all the Rohan buildings and units, but there's none in the map structure for Rohan exept Golden Hall. The rest seems to be under Obsolete? :huh:

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#42 Nazgûl

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Posted 30 December 2006 - 03:01 PM

Never mind that... that was maybe a somewhat too big of a wish :p ;)

Next topic:
Where do you set the power (damage) for ENTS? I can only find Treebeard? Do they all use the same strenght as him? :p I'm currently adjusting all the siege weapons in my mod to match the enormous power of the fortresses and structures (to resist units) :cool:

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#43 Lauri

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Posted 30 December 2006 - 04:14 PM

well, it does make sense that all ents have the same damage :p although, I don't know if they do.

and if the Rohan Buildings are under Obsolete, no worries. You know how to make a commandbutton for them, and how to make them buildable? no wait, that was one thing I meant there :p and if you can dig them up in the code, you can change the Side for them, to Rohan (or men, whatever faction you place them in)

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#44 Hard_Sander

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Posted 30 December 2006 - 05:30 PM

And perhaps change the way they level up, they still do it bfme1-style.

#45 Nazgûl

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Posted 30 December 2006 - 06:09 PM

And perhaps change the way they level up, they still do it bfme1-style.



Who? The Ents or Rohan? :p

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#46 Hard_Sander

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Posted 30 December 2006 - 06:31 PM

The Rohan Buildings.

#47 Nazgûl

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Posted 30 December 2006 - 10:09 PM

I haven't played BFME1 for loong, so if you don't mind... could you elaborate on the "still in BFME1 style". What should I change to match BFME2? :p

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#48 Lauri

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Posted 30 December 2006 - 10:21 PM

1. Can't you say BFME? It's what's it's called, there is no BFME1! *angre-face*

Anyways, in BFME you have to buy units, or somthing, to let a building gain rank. In BFME2, you have to upgrade the building. That's the thing that's in the Rohan Buildings, you can't upgrade the building.

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#49 Nazgûl

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Posted 30 December 2006 - 10:23 PM

Hehe oook, I see... thanks. And yes... BFME it is :p

BTW: the Rohan units? I see the structures under obsolete... but where are the units hiding? If there are any besideas Rohirrim and pesants?

Edited by Nazgûl, 30 December 2006 - 10:27 PM.

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#50 Hard_Sander

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Posted 31 December 2006 - 10:29 AM

data\ini\object\goodfaction\hordes\rohanhordes.ini
data\ini\object\neutral\neutralunits.ini

If someone says bfme, I think of both bfme1 and bfme2, that's why I call it bfme1. (And it was the first, wasn't it?)

#51 Nazgûl

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Posted 31 December 2006 - 01:35 PM

If someone says bfme, I think of both bfme1 and bfme2, that's why I call it bfme1. (And it was the first, wasn't it?)


Thanks, I'll have a look there :p

And yeah, that's what I thought too, but I thought Lauri spoke for all :ohmy:
But I have to say I agree with you more... BFME is the concept which could mean any of them... so I better stick to BFME1 and BFME2 after all *lol*

EDIT:
Any other takes on the Ent question? Do they all use Treebeards damage? :blush:

Edited by Nazgûl, 31 December 2006 - 01:37 PM.

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#52 Hard_Sander

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Posted 31 December 2006 - 03:05 PM

Yes, they all use Treebeard's damage thingie.

WeaponSet
Conditions = None
Weapon = PRIMARY RohanTreeBeardPunch
Weapon = SECONDARY RohanBuildingTeardown
OnlyAgainst = SECONDARY STRUCTURE BLOCKING_GATE
End

There also is no reference in gamedata.ini to ents damage.

So create a new weapon for your ents.

>>> My game is giving an game.dat >>> just plain horrible.

Edited by Hard_Sander, 31 December 2006 - 03:22 PM.


#53 Nazgûl

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Posted 31 December 2006 - 03:27 PM

Aaaah off course... there it is! Thank you :blush:
That would be:
- Ceating a new weapon for them, based on Treebeards, in Weapon.ini
- Setting new damage in Gamedata.ini
- Putting this weapon into their unit ini
Correct? :ohmy:

(Does RohanTreeBeardPunch include the kick?)

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#54 Hard_Sander

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Posted 31 December 2006 - 05:10 PM

Yes. :blush:

I don't think it:

#define ROHAN_TREEBEARD_PUNCH_DAMAGE 600
#define ROHAN_TREEBEARD_PUNCH_RADIUS 50
#define ROHAN_TREEBEARD_KICK_DAMAGE 600
#define ROHAN_TREEBEARD_KICK_RADIUS 20

#55 Nazgûl

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Posted 31 December 2006 - 06:24 PM

Ok, well I asked cause I only see the punch in the Ents weaponset in their unit inis :)
But in Gamedata I see both? :blush:



Next topics:
1) SPELL POWERS
-Where do you set them (their power/damage)? I can only find a few of them in Gamedata... not Flood and Earthquake for instance. I need to look them all over since my structures are so tough, and adjust the spells accordingly for that WOW effect, but can't find them? :p

2) CaH TROLL
I have the knockback.. but where can I adjust the damage? The small soldiers rise like 3-4 times... that wont do :p

3) NAZGUL (EvilMenBlackRider) "black shadow thingy"
I need to move this further down the Nazguls experience levels to 10, but I can't find that perticular effect anywhere to adjust?

4) GROND
I've managed to open this unit in into my mod for skirmish battles, but I can't find the correct ini for adjustning Grond to level 3 siegeworks?


Anyone? :ohmy:

Edited by Nazgûl, 01 January 2007 - 04:42 AM.

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#56 Hard_Sander

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Posted 01 January 2007 - 12:39 PM

1)Weapon.ini

2)Weapon.ini?

3)I don't know ahat you mean with black shadow thingy?
But I guess it's triggered by an upgrade through experiencelevels.ini

4)Adjust the commandbutton. (Look at other ones to see what you must edit)

Edited by Hard_Sander, 01 January 2007 - 12:40 PM.


#57 Nazgûl

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Posted 01 January 2007 - 07:53 PM

Hm, that's exactly what I've been doing, but I can't find them? Hm, I'll try again... :/

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#58 Hard_Sander

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Posted 01 January 2007 - 09:06 PM

I didn't check wether it was correct, so I could be wrong. :popcorn:

#59 Nazgûl

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Posted 01 January 2007 - 10:45 PM

After some time I simply found that this line was missing from the Gronds commandbutton:
NeededUpgrade = Upgrade_MordorSiegeWorksLevel3
That makes problem #4 solved :thumbsupsmiley:

But still leaves 1-3...

1 - Still no luck here... One could think that they should have all the Spell POwers at one place, but I guess they don't? :popcorn:
2 - Could it be so sad, that all CaH, regardless of type, uses this damage (found in weapon.ini.)
CREATE_A_HERO_DAMAGE? That would be really lame... :p
3 - I mean the dark floating "cloud" that surrounds their bodys from level 2. I guess it's connected to the Dread Visage special power that activates at level 2, but perhaps I could move the FX to level 10 despite that?

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#60 SquallBK

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Posted 01 January 2007 - 10:56 PM

about the gamedata.ini thing, if i had to guess its because you added the -mod command, if you did then thats the reason because when you put down the -mod command it doesnt read the gamedata, but otherwise i don't know, im not good at that kinda stuff lol
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