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Nazgûls "Special Extended Edition"


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#141 Lauri

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Posted 20 January 2007 - 12:38 PM

try to rename RohanEomer to RohanEomer1 and define him in the playertemplate... if it doesn't work, I dunno, since you said it wasn't multiple moduletags..

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#142 Solinx

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Posted 20 January 2007 - 12:43 PM

By logic it SHOULD be a problem outside the "The Battle for Middle-earth ™ II" folder, since I have the exact same folder and files, only working... I was thinking about that folder too in "My Battle...", but I couldn't find anything there that could logically be related to the game complaining about a unit.ini, but who knows with computers... :lol:

Sometimes all logic must be abbandoned, the more so because this is an EA game ^_^

Gotta get some shut eye now, but I'll try this tomorrow. If it doesn't work, and if nobody else has a solution, I'll scap the mod and quit modding here and now, cause this was a majorly annoying set back, after spending 4 weeks on this hoping others could/will be able to enjoy it too... Aaargh :ohmy: Darn EA codes *must blame someone* :p

Stop right there, can't let you quit just like that. You all but completed your mod and now you want to give up because of one error? Comeon now, you can't do that. Send me your files and I'll see how they react right here. (This is a plain BFME 2 mod right? Not RotWK)

Edit: Checked back, this is the standard game, so you can send me the files. This is for patch 1.04 right?

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Edited by Solinx, 20 January 2007 - 12:47 PM.

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#143 Nazgûl

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Posted 20 January 2007 - 02:14 PM

Guys, you'r angels ^_^ Thanks so much for trying to help, and especially you Solinx for offering to look at my files... :ohmy:

Situation is like this...
Since logic (aught to) says that if everything works on THIS computer, and all files all exactly the same on THAT computer - it MUST work? If NOT - there must be something OUTSIDE the main game folder - thus pointing to the "personal" files under Documents and Settings...
- I removed everything in that folder and copied my C:stuff to that computer - thus having an exact copy there as well! But STILL it didn't work - same error...

After spending like 1 hour looking through the files I found something REEEAAALLLY strange:
In the INI:s in that computer had DUPLICATE Eomer files. Now I remember moving all Rohan things to Rohan folder on my computer, to have things move structured, and this worked fine for me. Upon copying everything to that computer across my 100mbit Ethernet network, one would beleive that a copy is a COPY, but for some straaange reason, Eomer reappeared along with all other Rohan units in the Men files (Gondor), thus giving an error of duplicates (I think). I deleted the whole INI and copied it again from my computer, this time the duplicates never came. Explain that??? :lol:

Anyways: IT WORKS now, even though Im not sure exactly how it was fixed... But THANK YOU. Now I can return to finishing this, and looking for solution to the final issues :p Thanks guys!

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#144 Solinx

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Posted 20 January 2007 - 08:42 PM

Really strange indeed. It seems to me that it was just the result of a(n) (few) unnoticed accidental click(s). Well, it's working now, so let's not make to much of a problem out of that :)

How is the mod in multiplayer?

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#145 Nazgûl

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Posted 20 January 2007 - 09:29 PM

Hehe well I just got sort of a chock, so to speak since it really made no sence... and since I even uninstalled everything and tried again only to get the same error. I will never understand how thos files got there... But hey... whatever works *lol* Never got to try multi though, because of this. Now, it's back to my list of last fixes, mostly, but not all, including the Rohan mini faction. There's 10 fixes to go... let's start with this one:

9) Elven GUARD
------------------
- The new Elven Guard shoot Silverthorn, as supposed to, BUT - their arrow heads show FIRE instead of Silverthorn. Since this is unfortionately done by textures attached to units - I need to switch to having them fire Fire Arrows instead! That will also look better and ad versatility to Elven archer units possible damage...

Q: How do I switch from Silverthorn to Fire arrows? :)

Edited by Nazgûl, 20 January 2007 - 09:30 PM.

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#146 zimoo

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Posted 20 January 2007 - 09:40 PM

In their weapon definition replace MirkwoodArcherSilverthornProjectile with GoodFactionFireArrow, then change the warhead to do fire damage instead of magic.
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#147 Solinx

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Posted 20 January 2007 - 09:47 PM

I think he already did the later part :)

Edit: nevermind, I read it the other way around, thinking he wanted to change the textures, etc.

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Edited by Solinx, 20 January 2007 - 09:48 PM.

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#148 Nazgûl

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Posted 20 January 2007 - 10:13 PM

Solinx... hehe, I tried to switch to Silverthorn-heads, but since it was a modelling issue, I abbandoned it. Besides, Elves could use some fire too for versatility... :D

Zimoo, I guess you're refering too:
	WeaponSet
		Conditions = PLAYER_UPGRADE
		Weapon = PRIMARY	LorienElvenBow 
		AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
	End
which means I'll need to give them their own weapon in Weapon.ini? Right? :)

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#149 Solinx

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Posted 20 January 2007 - 10:16 PM

ok :D

And yeah, giving them their own weapon would be one way to do it.

The other would be to modify the weapon you have there to be upgraded with a different kind of warhead, depending on the upgrade the unit wielding the weapon gets.
Less work and easier than it sounds :)

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Edited by Solinx, 20 January 2007 - 10:18 PM.

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#150 Nazgûl

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Posted 20 January 2007 - 10:26 PM

Yes, but since they use LorienElvenBow it would affect other units too, and I don't want that... So it'll have to be giving them their own weapon based on LorienElvenBow :)

There's a "RohanElvenBow" in Weapon.ini that I beleive is not used, perhaps I could modify and use that file? :D

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#151 zimoo

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Posted 20 January 2007 - 10:30 PM

Yeah that should be ok, but really the hassle needed to create a new weapon for a unit is minimal. I know because I'm crazy enough to add 12 completely different weapons for a single unit :)
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#152 Solinx

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Posted 20 January 2007 - 11:23 PM

Yes, but since they use LorienElvenBow it would affect other units too, and I don't want that... So it'll have to be giving them their own weapon based on LorienElvenBow :)

There's a "RohanElvenBow" in Weapon.ini that I beleive is not used, perhaps I could modify and use that file? :D

Nope, it wouldn't affect other units, not if you code the warhead to require a specific upgrade. :)
Modifying a weapon is also an option, but you never know what EA will do later.
The best option with regard to using a seperate weapon would be to copy the LorienElvenBow, just give it another name and change the things you want to change :)

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#153 Nazgûl

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Posted 21 January 2007 - 12:17 AM

The best option with regard to using a seperate weapon would be to copy the LorienElvenBow, just give it another name and change the things you want to change :)

Solinx


And that's the way the cookie crumbeled... :) :)

1 problem down! 9 to go! :D
-----------------------------

Nr 4 would be nice to deal with now...
4) Rohan PEASANTS (Spawned from Golden Hall)
-----------------
- Lack the ability to repair?
- Have no Burning Death Behavior?
- Have no image in Palantir?


Last one there, I think Im on top of that, but the others would require some guidance ;)

Edited by Nazgûl, 21 January 2007 - 12:17 AM.

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#154 Solinx

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Posted 21 January 2007 - 12:25 AM

1) I'm unsure if that can be solved :( In any case, it has to do with their kindof. Try adding DOZER

2) Do they have animations tagged with FIRE or BURNING? Else it would require animating these, and I don't think you want to do that :)

Sorry for the incomplete answers. It's too late for me to check it all out.

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#155 BigRedKane

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Posted 21 January 2007 - 01:38 AM

Hiya Nazgul,
don't know how much help I can be regarding your peasant question but in my commandset.ini I noticed a selection that looked like this -
CommandSet MordorWorkerCommandSet	
	1	= Command_Harvest
	2 	= Command_Repair
 	3	= Command_ConstructMordorBase
		4	= Command_ConstructMordorBaseTest
	13  = Command_AttackMove	
	14  = Command_Stop
End
and this was in the Commandbutton.ini -
CommandButton Command_Repair;?????
	Command					= SPECIAL_POWER
	SpecialPower			= SpecialRepairStructure
	Options					= OK_FOR_MULTI_SELECT NEED_TARGET_ALLY_OBJECT;CONTEXTMODE_COMMAND
	ButtonImage				= UCCommon_Repair
	TextLabel			   = CONTROLBAR:RepairStructure
	CursorName			  = DoRepair
	InvalidCursorName	   = GenericInvalid
	DescriptLabel		   = CONTROLBAR:ToolTipRepairStructure
	ButtonBorderType		= ACTION
	InPalantir				= Yes
End
This might help some with your repair thing...dunno.
I can't claim credit for that code since it's likely it came from the BFME The War mod I have installed, but I thought I'd share my findings. :)

I also came accross this -
CommandButton Command_ConstructRohanPeasantHorde
	Command				= UNIT_BUILD
	Object				= RohanPeasantHorde  
	Options				= CANCELABLE
	TextLabel			= CONTROLBAR:ConstructRohanPeasant;;;---should become peasant ASAP
	ButtonImage			= BCFarm_Peasants
	ButtonBorderType	= BUILD 
	DescriptLabel	   = CONTROLBAR:ToolTipBuildRohanPeasant;;;---should become peasant ASAP
	Radial				= Yes
	InPalantir	   		= Yes
	ShowProductionCount	= Yes	 
End
Notice the "BCFarm_Peasants" button?...might help with your button problem. Again this was taken from The War mod...the mod doesn't add any assets, it's largely scripting and ini editing, so most of that stuffs should be there somewhere in terms of assets.

Hope this helps. :D

Solinx: Inserted code tags

Edited by Solinx, 21 January 2007 - 01:51 PM.


#156 Hard_Sander

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Posted 21 January 2007 - 10:12 AM

Doesn't the repair work by default?

#157 Nazgûl

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Posted 21 January 2007 - 12:10 PM

Yes it should... and I remember that it did, but somehow they lost it upon me moving them from Rohan Archery Range (where they where when I "installed" that building into my mod) to the Golden Hall.
Thanks for your tips, Im working on solutions now, but yesterday we lost power in our building, so I called it a day... heh

I've made their own ini now, instead of having them in neutralunits, and at one place in the code, the KindOf missed one DOZER line, so upon adding it they now do get the repair icon and they can rapair again, but the SPEED is a bit to high? I wonder if one could lower the rate of their repair ability? :p

The burning death is hard to test, cause it's not always that the ai attacks with fire *lol* But they had some DYING animation related to FIRE that was comented out, and I removed it, so they should have that now, I hope... *testing*

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#158 zimoo

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Posted 21 January 2007 - 12:42 PM

To test the burning death play the Grey Mountains map, and attack the fire drake lairs with your peasants :p

About repair speed:

Behavior = WorkerAIUpdate ModuleTag_10
		AutoAcquireEnemiesWhenIdle		= Yes ATTACK_BUILDINGS
		RepairHealthPercentPerSecond	= 0.2%   ; % of max health to repair each second
		AILuaEventsList					= StandardPeasantFunctions
		AttackPriority				= 	AttackPriority_Infantry
		SpecialContactPoints		   = Repair
	End

They should have that, just change the RepairHealthPercentPerSecond line.
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#159 Solinx

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Posted 21 January 2007 - 01:53 PM

haha, that might explain why it went unnoticed, 0.2% ;)
It would take 8 min and 20 seconds to fully repair a building :p

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#160 Nazgûl

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Posted 21 January 2007 - 02:12 PM

The burning death animation does not include them running around, but merely falling down, but that's ok. hehe. The repair speed... 0,2%? Hm, actually my peasants repair a building in like 10 seconds? But I'll try with 0,1 or even 0,001% maybe? 8 min and 20 sec? I "wish"... *lol*. 1 min would be good, but it's not so important though... hm

8 things to go... ;)

Lets have a look at 1 and 2 now :)
-------------------------------------

1) Rohan ARMORY
---------------------
- The upgrade to level 2 (and thus 3) button wont show? (This has been up here before, but can't hurt to ask again) Instead the building upgrades itself directly to level 3 upon first ability bought?
- HeavyArmor is not cancelable?


2) Rohan STABLES
----------------
- Building is upgraded to level 2 and 3 upon spawning first and second time?
Should not upgrade until upgrade level is bought (or experience gained?).
- Graphics bug on stables worker? Was not there from beginning???
(Yes I know this is probably not solveable without 3D work, but I'll leave it in the list anyway. Maybe someone has a fix/healty stables ini? heh)

:p

// C}{riZpc_punch.gif
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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