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#1 AleAleWitchKing

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Posted 21 August 2009 - 10:23 AM

http://forums.revora...amp;hl=argonath

I applied this topic to change ROTWK background menu into B4ME2 background menu (with Argonaths) but when I finished something strange happens in skirmish ... Every faction has not the line that the selected units have.

Attached File  01.bmp   772.51KB   88 downloads

I cut and pasted the part of Gamedata.ini without using Macro Renamer 'cause I don't know how to open it, but when I tried to run my mod and I saw that it worked I did't thought at this thing ... Can it be the problem?

PS I didn't add any comments at the file ... Like someone remembers the last time I added them I made a disaster thing :lol:

Edited by AleAleWitchKing, 21 August 2009 - 10:25 AM.


#2 Ridder Geel

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Posted 21 August 2009 - 11:20 AM

Just have the part you edited (only that part) in it and it should be ok... I think :p :lol:
So your gamedata.ini in the object folder only contains these lines...
GameData
  ShellMapOn = Yes
  ShellMapName = ........
End

Ridder Geel

#3 AleAleWitchKing

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Posted 21 August 2009 - 11:30 AM

Thank you very much, Ridder, now the line appears again! :lol:

#4 AleAleWitchKing

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Posted 21 August 2009 - 11:59 AM

Another question about that line ... Is it possible adding it at a new unit that is in my new faction? :lol:

#5 Ridder Geel

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Posted 21 August 2009 - 01:35 PM

You mean that your things dont have the middle clear? maybe you need to edit the decal thing in experiencelevels.ini :p :lol:
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#6 AleAleWitchKing

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Posted 22 August 2009 - 10:32 AM

Now I have a problem with another line ... the circle around the farms ... In my faction there isn't, I think it's 'cause I used a new colour for my faction when I play ... When I use standard colours (white, blue, etc.) that circle appears, but not if I use black ... Doy u know how to solve this problem?

#7 Ridder Geel

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Posted 22 August 2009 - 12:04 PM

Black... because thats the same color as the usual color considered invisible? :shiftee2:

Edited by Ridder Geel, 22 August 2009 - 12:04 PM.

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#8 AleAleWitchKing

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Posted 23 August 2009 - 07:34 AM

It's so, 'cause when I change the color of my faction the circles was visible :p ... Another thing ... when I choose a map where my factions doesn't start with its fortress but a predefined fortress (Minas Tirith, Minas Morgul, etc.) the game crashes. What can I do to permit my faction to play that maps? Have I to change something in maps or in my faction?

#9 Ridder Geel

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Posted 23 August 2009 - 01:15 PM

You need to edit the...
\data\ini\object\CommandSetUpgradeMonuments.inc
You need to add your own upgrade thing in it :p :xd:
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#10 AleAleWitchKing

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Posted 23 August 2009 - 03:24 PM

I don't find that file ... Is it in ini.big? :xd:

#11 Ridder Geel

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Posted 23 August 2009 - 03:38 PM

ah no its not :xd: sorry :p That was from my mod, sorry about that ;)
In the civilian folder you find all kinds of ini's in those ini's there are some things that have these lines of code:
//Commandset upgrades based on faction.  This is so the building will produce the proper units when necessary
	Behavior = CommandSetUpgrade ModuleTag_CommandSetDwarven
		TriggeredBy	= Upgrade_DwarfFaction
		CommandSet	= DwarvenMonumentFortressCommandSet
	End
	Behavior = CommandSetUpgrade ModuleTag_CommandSetMen
		TriggeredBy	= Upgrade_MenFaction
		CommandSet	= MenMonumentFortressCommandSet
	End
	Behavior = CommandSetUpgrade ModuleTag_CommandSetElven
		TriggeredBy	= Upgrade_ElfFaction
		CommandSet	= ElvenMonumentFortressCommandSet
	End
	Behavior = CommandSetUpgrade ModuleTag_CommandSetIsengard
		TriggeredBy	= Upgrade_IsengardFaction
		CommandSet	= IsengardMonumentFortressCommandSet
	End
	Behavior = CommandSetUpgrade ModuleTag_CommandSetMordor
		TriggeredBy	= Upgrade_MordorFaction
		CommandSet	= MordorMonumentFortressCommandSet
	End
	Behavior = CommandSetUpgrade ModuleTag_CommandSetWild
		TriggeredBy	= Upgrade_WildFaction
		CommandSet	= WildMonumentFortressCommandSet
	End
	//End Commandset upgrades

There you need to add your own upgrade behavior thing ;)
Ridder Geel

#12 AleAleWitchKing

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Posted 23 August 2009 - 03:46 PM

Ok ... So I can define a monument commandset for my faction and I can apply it at every monument fortress ... Thanks Ridder :xd:

#13 AleAleWitchKing

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Posted 23 August 2009 - 04:16 PM

This part of code isn't in ministirithbuildings.ini. Is there a way to assign a commandset at the object that sobstitutes the fortress? :xd:

Edited by AleAleWitchKing, 23 August 2009 - 04:19 PM.


#14 Ridder Geel

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Posted 23 August 2009 - 05:11 PM

Have you tried searching for parts of the code?
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#15 AleAleWitchKing

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Posted 23 August 2009 - 05:37 PM

I looked for a voice similar to "CommandSet" but nothing interesting appeared. The commandsets in the file are for the gates, but not for a fortress or something similar ...

#16 Ridder Geel

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Posted 23 August 2009 - 11:17 PM

Then in that ini there might not be any "fortresses" :xd: (duh) :p
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#17 AleAleWitchKing

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Posted 24 August 2009 - 07:04 AM

You're right :mellow: I need to define a commandset at this tower:
Attached File  Tower_1.bmp   518.26KB   60 downloads

For example, if I use Men faction, it has this commandset:
Attached File  Tower_2.bmp   566.63KB   81 downloads

but when I use my faction, this is what happens:
Attached File  Tower_3.bmp   452.72KB   67 downloads

I looked in minas tirith INI file, but I didn't find the part of code about this object. Do you know which is it? Or the tower commandset is hardcoded?

#18 Ridder Geel

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Posted 24 August 2009 - 10:50 AM

Its in the \data\ini\object\goodfaction\structures\men\campsandcastles.ini :crazed: :mellow:
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#19 AleAleWitchKing

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Posted 24 August 2009 - 08:14 PM

Thank U very much, Ridder :mellow: ... I wanted to ask another thing ... I wanted to generate resources (+25) at my start building ... What have I to add at the part of code KindOf? Is there anything to add at my building INI to make this?

#20 Ridder Geel

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Posted 24 August 2009 - 09:00 PM

Does it already generate?
if no... then add this code... :mellow:
//Money Maker	
	Behavior = AutoDepositUpdate AutoDepositModuleTag
		DepositTiming	   	= GENERIC_KEEP_MONEY_TIME
		DepositAmount	   	= 25
		InitialCaptureBonus 	= 0  // no initial bonus
	End

	Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
		Radius			= GENERIC_KEEP_MONEY_RANGE	// How far we try to claim ground
		MaxIncome		= 0							// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
		IncomeInterval	= 999999					// How often (in msec) we give that much money
		HighPriority	= Yes						// A high priority claim gets to pretend it was there first.
	End

Ridder Geel




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