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How to get shooting towers/buildings to give experience


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#1 lotrfan

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Posted 27 July 2007 - 07:36 AM

Hi

I was wondering if anyone knew how to get shooting towers/buildings that shoot to give experience when they kill units. This is a really anoying aspect of the game. I am not sure where to look, but i believe it may be in the same section of the ini which tells whether walls can be attacked by all units, or only siege. If anyone can tell me how to fix this, it would be greatly appreciated.

Also, if anyone knows how to make it so shooting towers and catapults can only be attacked by siege units, this too would be greatly appreciated.

#2 robnkarla

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Posted 27 July 2007 - 07:10 PM

I can answer the second question.

Just change the armor for the structure so that all of the values are 0% except the types that you want to be able to attack it:

Armor SiegeOnlyArmor
  Armor = DEFAULT		   0%
  Armor = SIEGE		   125%
End


#3 lotrfan

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Posted 29 July 2007 - 11:44 AM

I looking into different files and trying to see differences between units and structures. Thanks for the post RobnKarla. Any help by anyone is appreciated.

Edited by lotrfan, 29 July 2007 - 11:52 AM.


#4 lotrfan

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Posted 29 July 2007 - 12:14 PM

Anyone know where u can change the experience need to gain 1 spell point in the palantir. I can't find it. Any help is greatly appreciated

#5 Luke the Wise

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Posted 24 August 2007 - 11:13 PM

I did this:

(in " C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\data\ini\gamedata ")

;------------------------KEEP------------- (AKA MOTW Battle Tower)

#define GONDOR_KEEP_BUILDCOST 700
#define GONDOR_KEEP_BUILDTIME 60
#define GONDOR_KEEP_VISION_RANGE 300
#define GONDOR_KEEP_SHROUD_CLEAR 300
#define GONDOR_KEEP_HEALTH 3000
#define GONDOR_KEEP_HEALTH_DAMAGED 2000
#define GONDOR_KEEP_HEALTH_REALLY_DAMAGED 1000
#define GONDOR_KEEP_BOUNTY_VALUE 175

#define GONDOR_KEEP_AOE_RADIUS 300
#define GONDOR_KEEP_AOE_RADIUS_DECAL 660 // should be about 2.2 times the radius
#define GONDOR_KEEP_REFUND_VALUE 350

(P.S. this should replace the current data under " ;------------------------KEEP------------- (AKA MOTW Battle Tower) "


(in " C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\data\ini\attributemodifier ")


ModifierList BattleTowerPassiveLeadership
Category = LEADERSHIP
//Modifier = ARMOR 500%
Modifier = DAMAGE_MULT 500%
Modifier = EXPERIENCE 500% // LEADERSHIP + EXP BONUS
Duration = 5000
FX = FX_GenericLeadership
ReplaceInCategoryIfLongest = Yes
IgnoreIfAnticategoryActive = Yes
End

(P.S. this should be put above/under " ModifierList HeroicStatuePassiveLeadership ")

(in " C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\data\ini\object\goodfaction\structures\men\battletower ")

Behavior = PassiveAreaEffectBehavior ModuleTag_FeelGoodHero
EffectRadius = 300 ; please update the decal size in experience lvl INI if you change this... the value there is about 2.2x the value here
PingDelay = 2000;msec

ModifierName = BattleTowerPassiveLeadership

AntiCategories = BUFF
AllowFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End


Behavior = PassiveAreaEffectBehavior ModuleTag_FeelGoodHero
EffectRadius = KEEP_AOE_RADIUS
PingDelay = 2000
ModifierName = GenericHeroLeadership
AntiCategories = BUFF
AllowFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End

(P.S. this should be put somewhere under " ; *** ENGINEERING Parameters *** ")

If all this is done the men faction's battle tower should give increased leadership bonuses to surrounding troops in a larger radius (compared to the statue)

#6 Giant Modder

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Posted 26 August 2007 - 01:20 AM

Try editing the experience files and copy a code of one of the units into the towers code. Maybe that would work.

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#7 Sûlherokhh

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Posted 26 August 2007 - 12:07 PM

All buildings that can shoot either have no experience levels (because they have no entries in experiencelevels.ini) OR they already have their maximum level when they acquire the arrowtower (like farms for instance).

So, make/adjust new/old experience settings.

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#8 Downfall

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Posted 26 August 2007 - 04:50 PM

I think he's refering to giving experience towards the SpellBooks.

You know, when you kill units, the SpellBook Power Points increase, so you can purchase powers.

In the patch v1.05, they took out the ability for structures to gain PP experience. Thus the only way to gain it, is to have units kill other units, not structures.
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#9 lotrfan

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Posted 03 November 2007 - 03:32 PM

Ya

Anyone know how to put it back? We are trying to get this feature in RJ-ROTWK, but no one seems to know how to fix this.

Any help appreciated.

Edited by lotrfan, 04 November 2007 - 03:38 AM.

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#10 chrisbolling2

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Posted 04 November 2007 - 05:03 PM

Not sure if this works for buildings, but try adding this: Kind of = PASS_EXPERIENCE_TO_PRODUCER. It works for spawned units.

#11 lotrfan

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Posted 05 November 2007 - 04:25 AM

Where would i add this?
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#12 thekiller11

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Posted 05 November 2007 - 06:28 AM

In the buildings KindOf
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#13 lotrfan

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Posted 10 November 2007 - 07:35 AM

Doesn't Work.

I've searched through the code a bit. I couldn't find anything.

I thought there might me a file which defines basic properties for all buildings/structures; what the structure keyword is basically. Thought it might be in civilian code, or an attribute modifier, but found nothing. I also looked in experience levels and found nothing.

In the patch v1.05, they took out the ability for structures to gain PP experience. Thus the only way to gain it, is to have units kill other units, not structures.


Doesn't this mean that the problem is within the ini, and not hard-coded.

I think they must have left a way for modders to change this back if they wanted to.
I was having trouble accessing EA's website. Wanted to ask them about this in their forums, but kept giving problems.

If anyone is able to post this question on EA's website, it would be greatly appreciated.
They might actually respond (lol).

Anyway thanks for the help. Any other help is greatly appreciated.

This is starting to become a nuisance. I believe the problem is sooooooo easy to fix, but u just have to know where to look and what to put.
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#14 lotrfan

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Posted 24 December 2007 - 03:23 AM

I found this code in civilian buildings.ini

Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End

Could this be the problem? This is the first time i ever saw this code. I think this might be it.
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#15 Elrond99

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Posted 24 December 2007 - 12:09 PM

@robnkarla

isn´t it possible to make buildings unattackable for units except siege, because if you do it like you said, the AI would get even worse because they would attack towers without doing damage and all get killed

#16 Lord of the Rings Junkie

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Posted 24 December 2007 - 04:27 PM

I found this code in civilian buildings.ini

Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End

Could this be the problem? This is the first time i ever saw this code. I think this might be it.

Try changing it to 'No' and see what happens.
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#17 Sûlherokhh

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Posted 24 December 2007 - 06:36 PM

You can also just remove it. Default is 'no'.

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#18 Fingulfin

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Posted 24 December 2007 - 07:50 PM

Actually, if you want the tower to be able to buy upgrades (aka Fire Arrows) you need a ProductionUpdate. Just set it to no :p
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#19 Sûlherokhh

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Posted 25 December 2007 - 12:43 PM

When is said remove it i meant remove the line, not the productionupdate. :p

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#20 Argolis

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Posted 25 December 2007 - 10:19 PM

I found this code in civilian buildings.ini

Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End

Could this be the problem? This is the first time i ever saw this code. I think this might be it.



I believe GiveNoXP is actually what EA added to unit production buildings to stop building units giving them exp (remember in BFME1 you would level up a building by building units, whereas you have to get upgrades in BFME2).
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