Start with the mod
#1
Posted 09 August 2009 - 02:28 PM
I want to base my mod on changes in 2.02 patch mod. How should I do this?
I tried just to extract files from .big and paste them to folder and make -mod command but this didn'y worked. So how should I try to change it?
Many thanks for any help!
#2
Posted 09 August 2009 - 03:13 PM
#3
Posted 09 August 2009 - 10:48 PM
You must have set up your folder incorrectly then. When I make changes to the patch, I have a folder on my desktop with the name of the patch version (so for the last patch, "2.0") and all the files in that folder. So for example, the 2.0 folder contains the three folders "Data", "Libraries", and "Maps". I would use a shortcut to start the game with the following target: "C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\lotrbfme2ep1.exe" -mod "C:\Users\Michael\Desktop\2.0" where Michael is of course my Windows username. (The path to the Desktop is different in XP.)Hello!
I want to base my mod on changes in 2.02 patch mod. How should I do this?
I tried just to extract files from .big and paste them to folder and make -mod command but this didn'y worked. So how should I try to change it?
Many thanks for any help!
Then, using that shortcut, you should be able to change any aspect of the game, with the exception of macros in gamedata.ini. If you need to edit a macro in gamedata.ini, your best bet would instead be to find each instance of the macro in the code, and replace it with the new value you'd like to use. Alternatively you could edit it normally, but remember that your changes to gamedata.ini won't take effect unless you've got it in a .big file in the game directory (C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king).
Glad you're interested in 2.02 - it's certainly the most balanced version to start your mod on!
Forlong
#4
Posted 10 August 2009 - 06:13 AM
Thanks for help!
#5
Posted 10 August 2009 - 09:04 AM
Just go to each of the unit's ini's (usually found in: \data\ini\object\good/evilfaction\units\side\)
Change a line of code similar to this:
BuildCost = ARAGORN_BUILDCOSTChange it to some other value than "ARAGORN_BUILDCOST" such as 3000
#6
Posted 10 August 2009 - 11:11 AM
#7
Posted 10 August 2009 - 11:12 AM
#8
Posted 10 August 2009 - 02:00 PM
Edited by jumboklik, 10 August 2009 - 02:00 PM.
#9
Posted 12 August 2009 - 02:56 PM
I'd really recommend not changing any values in gamedata.ini. Just use Search to find where the macros are used, and replace the macros with the value you want to use. This will work without any issues!OK but what about changes in gamedata.ini? How should I do them? Hmm HP of fortress changing for example
Example: if you want to change the health of, say, a Hearth, you'd want to edit this code in dwarvenhearth.ini:
Body = StructureBody ModuleTag_05 MaxHealth = DWARVEN_HEARTH_MAXHEALTH MaxHealthDamaged = DWARVEN_HEARTH_MAXHEALTHDAMAGED MaxHealthReallyDamaged = DWARVEN_HEARTH_MAXHEALTH_REALLYDAMAGED EndSay you want to double the Hearth's health. You can use gamedata.ini to see the values of the macros, but any changes you make to the values will not be read!
#define DWARVEN_HEARTH_MAXHEALTH 1500 #define DWARVEN_HEARTH_MAXHEALTHDAMAGED 1000 #define DWARVEN_HEARTH_MAXHEALTH_REALLYDAMAGED 500Therefore if you want to edit the health, you have to remove the macros entirely and replace them with normal values:
Body = StructureBody ModuleTag_05 MaxHealth = 3000; DWARVEN_HEARTH_MAXHEALTH MaxHealthDamaged = 2000; DWARVEN_HEARTH_MAXHEALTHDAMAGED MaxHealthReallyDamaged = 1000; DWARVEN_HEARTH_MAXHEALTH_REALLYDAMAGED EndIf you had instead chosen to edit the macros, like this:
#define DWARVEN_HEARTH_MAXHEALTH 3000; 1500 #define DWARVEN_HEARTH_MAXHEALTHDAMAGED 2000; 1000 #define DWARVEN_HEARTH_MAXHEALTH_REALLYDAMAGED 1000; 500^ then the game would not know that you edited the values, as it doesn't recognize changes you make to gamedata.ini, and the Hearth would still have 1500 health.
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