Unfortunately,
"RemoveModule ModuleTag_MoneyProduction was not found for DwarvenMineShaft.
Error parsing field 'RemoveModule' in block 'ChildObject' ---
Error parsing INI block 'RemoveModule' ---"
[RotWK] Need (urgent) help, please
Started by Puzzler33, Aug 05 2009 03:43 PM
26 replies to this topic
#21
Posted 24 August 2009 - 10:14 AM
#23
Posted 02 September 2009 - 11:59 AM
Relevant RotWK Dwarven Mine Shaft coding:
Let me know if I should post the entire dwarvenmineshaft file.
In other news, I've found out how to spawn teams and it seems all I needed was to tick the boxes saying that the team is AI recruitable and Reinforce whereever possible, and when spawning use the spawn reinforcement team (Create an instance of team 'team' at waypoint 'waypoint').
Is it possible for me to change the cost and buildtime of the upgrades to the elven fortress relating to the eagle? I would like encasing vines to cost 500 and take 40 seconds, Eagle nest to cost 500 and take 60 seconds, and I would like the eagle itself to cost 1600 and take 90 seconds to build.
I would also like to change the radius (I believe there are 2 for each statue) of each of the statues (gondor, elven, dwarven). If this is not possible to too complex, then I'll settle for making them more expensive. I was hoping for an AOE radius of 180, which would make the AOE radius 'decal' 396.
One more thing I would like to do would be to change the cost of purchasing technology both individually and in the forge/siege building. How can this be done?
ChildObject DwarvenMineShaft MineShaft_Interface Side = Dwarves CommandPointBonus = GENERIC_ECONOMY_COMMAND_POINT_BONUS KindOf = +LIVING_WORLD_BUILDING_MIRROR ; Special Eva event for resource-producer-under-attack EvaEventDamagedOwner = UnderAttackResource CampnessValue = CAMPNESS_RESOURCE_BUILDING WeaponSet Conditions = None End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY StructureAxeWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Behavior = ProductionUpdate ModuleTag_UpgradeProducer End Behavior = TerrainResourceBehavior ModuleTag_MoneyProduction Radius = DWARVEN_MINE_MONEY_RANGE ; How far we try to claim ground MaxIncome = DWARVEN_MINE_MONEY_AMOUNT ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = DWARVEN_MINE_MONEY_TIME ; How often (in msec) we give that much money End ClientBehavior = TerrainResourceClientBehavior ModuleTag_MoneyProductionClient End Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows TriggeredBy = Upgrade_StructureLevel3 ConflictsWith = Upgrade_EasyAIMultiPlayer End End
Let me know if I should post the entire dwarvenmineshaft file.
In other news, I've found out how to spawn teams and it seems all I needed was to tick the boxes saying that the team is AI recruitable and Reinforce whereever possible, and when spawning use the spawn reinforcement team (Create an instance of team 'team' at waypoint 'waypoint').
Is it possible for me to change the cost and buildtime of the upgrades to the elven fortress relating to the eagle? I would like encasing vines to cost 500 and take 40 seconds, Eagle nest to cost 500 and take 60 seconds, and I would like the eagle itself to cost 1600 and take 90 seconds to build.
I would also like to change the radius (I believe there are 2 for each statue) of each of the statues (gondor, elven, dwarven). If this is not possible to too complex, then I'll settle for making them more expensive. I was hoping for an AOE radius of 180, which would make the AOE radius 'decal' 396.
One more thing I would like to do would be to change the cost of purchasing technology both individually and in the forge/siege building. How can this be done?
#24
Posted 03 September 2009 - 08:52 PM
I do also have a few problems which I don't quite know what to do about but I'm sure aren't too hard to fix:
This is a bit of code I have which works fine - A 'WildmanAxeHorde' can be made at the uruk pit at level 1, an 'UrukCrossbowHorde' can be made at level 2, but the icons in the UI and Radial thing on-screen are empty (and on-screen it just has Command_ConstructIsengardWildmanAxeHordeOverride written where the icon should be). I'm not quite sure why having the ButtonImage for each doesn't solve the problem, but it seems I need to do something to make you see the icon for building the hordes.
I would rather like to have a Mordor Battle Tower in which one garrisonable unit may occupy. If this is not possible I would want to know how to change the messages relating to the Isengard Sentry Tower (which would be different from those built by Isengard due to these messages).
I think that's about all for now.
CommandButton Command_ConstructIsengardWildmanAxeHordeOverride Command = UNIT_BUILD Object = IsengardWildmanAxeHorde Options = CANCELABLE TextLabel = CONTROLBAR:ConstructIsengardWildmanAxeHorde ButtonImage = BIClanSteading_WildAxemenIcon ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipBuildIsengardWildmanAxeHorde Radial = Yes InPalantir = Yes ShowProductionCount = Yes ; UnitSpecific = GondorArcherVoiceBuy End CommandButton Command_ConstructIsengardUrukCrossbowHordeOverride Command = UNIT_BUILD Object = IsengardUrukCrossbowHorde Options = NEED_UPGRADE CANCELABLE NeededUpgrade = Upgrade_IsengardUrukPitLevel2 TextLabel = CONTROLBAR:ConstructIsengardCrossbowmen ButtonImage = BIUrukPit_Crossbowmen ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipBuildIsengardCrossbowmen Radial = Yes InPalantir = Yes ShowProductionCount = Yes End CommandSet IsengardUrukPitOverride 1 = Command_ConstructIsengardWildmanAxeHordeOverride 2 = Command_ConstructIsengardUrukCrossbowHordeOverride 3 = Command_ConstructIsengardBerserker 4 = Command_UpgradeIsengardUrukPitLevel2 6 = Command_Sell End
This is a bit of code I have which works fine - A 'WildmanAxeHorde' can be made at the uruk pit at level 1, an 'UrukCrossbowHorde' can be made at level 2, but the icons in the UI and Radial thing on-screen are empty (and on-screen it just has Command_ConstructIsengardWildmanAxeHordeOverride written where the icon should be). I'm not quite sure why having the ButtonImage for each doesn't solve the problem, but it seems I need to do something to make you see the icon for building the hordes.
CommandSet MordorPorterCommandSet_Override 1 = Command_PorterconstructMordorBattleTower 2 = Command_PorterConstructMordorOrcPit 3 = Command_PorterConstructMordorHaradrimPalace 4 = Command_PorterConstructMordorTrollCage 5 = Command_PorterConstructMordorSiegeWorks End Object MordorPorter CommandSet = MordorPorterCommandSet_Override End Object MordorBattleTower CommandSet = MordorBattleTower_Override End CommandSet MordorBattleTower_Override 1 = Command_PurchaseSentryTowerFireArrowsUpgrade 2 = Command_ExitGarrison 6 = Command_Sell End
I would rather like to have a Mordor Battle Tower in which one garrisonable unit may occupy. If this is not possible I would want to know how to change the messages relating to the Isengard Sentry Tower (which would be different from those built by Isengard due to these messages).
I think that's about all for now.
#25
Posted 04 September 2009 - 04:17 AM
Lots of questions here. So for the commandbuttons, you cannot make a new one in map.ini because the button image will not show up. Have no idea why this is but it is something that cannot be fixed. So, find the commanbutton you want to edit and that has the proper button image. You then make changes in it but you do not change the actual name of the commandbutton.
For the battle tower, you need several pieces of code:
CommandButton Command_ConstructIsengardWildmanAxeHorde Command = UNIT_BUILD Object = IsengardWildmanAxeHorde Options = CANCELABLE TextLabel = CONTROLBAR:ConstructIsengardWildmanAxeHorde ButtonImage = BIClanSteading_WildAxemenIcon ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipBuildIsengardWildmanAxeHorde Radial = Yes InPalantir = Yes ShowProductionCount = Yes ; UnitSpecific = GondorArcherVoiceBuy End CommandButton Command_ConstructIsengardUrukCrossbowHorde Command = UNIT_BUILD Object = IsengardUrukCrossbowHorde Options = NEED_UPGRADE CANCELABLE NeededUpgrade = Upgrade_IsengardUrukPitLevel2 TextLabel = CONTROLBAR:ConstructIsengardCrossbowmen ButtonImage = BIUrukPit_Crossbowmen ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipBuildIsengardCrossbowmen Radial = Yes InPalantir = Yes ShowProductionCount = Yes End CommandSet IsengardUrukPitOverride 1 = Command_ConstructIsengardWildmanAxeHorde 2 = Command_ConstructIsengardUrukCrossbowHorde 3 = Command_ConstructIsengardBerserker 4 = Command_UpgradeIsengardUrukPitLevel2 6 = Command_Sell End
For the battle tower, you need several pieces of code:
Object MordorBattleTower CommandSet = MordorBattleTower_Override KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK MADE_OF_WOOD GARRISON GARRISONABLE_UNTIL_DESTROYED AUTO_RALLYPOINT CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY ReplaceModule ModuleTag_SoWeCanUseWeapon Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon2 AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 AILuaEventsList = GarrisonableFunctions End\ End AddModule ModuleTag_HordeGarrison Behavior = HordeGarrisonContain ModuleTag_HordeGarrisonOverride ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ENCLOSED ContainMax = 1 DamagePercentToUnits = 0% PassengerFilter = GENERIC_FACTION_GARRISONABLE AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn PassengerBonePrefix = PassengerBone:ARROWBONE KindOf:INFANTRY EntryPosition = X:0.0 Y:0.0 Z:0.0 EntryOffset = X:-50.0 Y:0.0 Z:0.0 ExitOffset = X:-50.0 Y:0.0 Z:0.0 EnterSound = RuinedTowerEnterSound ShowPips = No End End End
#26
Posted 06 September 2009 - 01:01 PM
Thank you... It works very nicely.
Any more ideas about the mine shaft?
I would also like to somehow change the experience system so that you get ring points for all forms of combat. The default is to only award points for melee, and if I can't change this, I will have to award ring points for the spell book regardless of how much people fight, which wouldn't be ideal.
Another thing I want to do is have one spell book for all races, in which case I would like this:
Thirdly, and perhaps most importantly, I would like to change whatever is making ranged units not attack certain units on the enemy team. The problem is that all types of ship - excluding transport ships - are ignored by archers and siege weapons and I would like them to be targeted by all enemies. I don't know what you need to do to solve this, but it is probably either changing the ships' threat levels, changing all units' attack priorities to include the ships, or maybe something else.
Any more ideas about the mine shaft?
I would also like to somehow change the experience system so that you get ring points for all forms of combat. The default is to only award points for melee, and if I can't change this, I will have to award ring points for the spell book regardless of how much people fight, which wouldn't be ideal.
Another thing I want to do is have one spell book for all races, in which case I would like this:
CommandSet SpellStoreCommandSet_Override 1 = Command_PurchaseSpellWarChant 2 = Command_PurchaseSpellChillWind 3 = Command_PurchaseSpellCrebain 4 = Command_PurchaseSpellArrowVolleyGood 5 = Command_PurchaseSpellAwakenWyrm 6 = Command_PurchaseSpellMenOfDaleAllies 7 = Command_PurchaseSpellArrowVolleyEvil 8 = Command_PurchaseSpellBombard 9 = Command_PurchaseSpellEagleAllies 10 = Command_PurchaseSpellEvilBombard 11 = Command_PurchaseSpellAvalanche 12 = Command_PurchaseSpellRainOfFire End CommandSet SpellBookCommandSet_Override 1 = Command_SpellBookWarChant 2 = Command_SpellBookChillWind 3 = Command_SpellBookCrebain 4 = Command_SpellBookArrowVolleyGood 5 = Command_SpellBookAwakenWyrm 6 = Command_SpellBookMenOfDaleAllies 7 = Command_SpellBookArrowVolleyEvil 8 = Command_SpellBookBombard 9 = Command_SpellBookEagleAllies 10 = Command_SpellBookEvilBombard 11 = Command_SpellBookAvalanche 12 = Command_SpellBookRainOfFire End
Thirdly, and perhaps most importantly, I would like to change whatever is making ranged units not attack certain units on the enemy team. The problem is that all types of ship - excluding transport ships - are ignored by archers and siege weapons and I would like them to be targeted by all enemies. I don't know what you need to do to solve this, but it is probably either changing the ships' threat levels, changing all units' attack priorities to include the ships, or maybe something else.
#27
Posted 06 September 2009 - 01:04 PM
One more thing that might be useful would be to change the properties of a river to become taintable.
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