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Member Since 24 May 2015
Offline Last Active Aug 15 2017 05:14 PM

Topics I've Started

Boosting fellbeast damage? and Drogoth damage weirdness...

11 February 2016 - 06:21 AM

Okay it is very obvious to me that in the actual game the damage of fellbeasts such as witch king or khamul and morgomir is way weaker than the damage of drogoth. Drogoth is a beast, killing all sorts of stuff while nazguls have quite poor damage and very poor AOE, usually grab-killing 1 unit while dealing very small damage to the rest of the units.

Well I looked at the both the damage of the fellbeast witch king and drogoth in the gamedata.ini and was surprised when the witch king had 320 damage while drogoth had only 200... 0.o

I also looked at the weaponsets of drogoth and fellbeast witch king... and it turns out they are same...

So why do these values show this weirdness when in the actual game drogoth > witch king 100% certainty? 

I want to increase fellbeast witch king damage so that it matches that of drogoth. Not sure where to begin when facing such numbers in the ini.

Changing unit/horde Display Name

28 January 2016 - 09:31 PM

This should not be too hard and I have seen mods with unique names for their new units but I can't seem to figure out how it's done. 

In the object or horde files the code goes something like this "Display Name = OBJECT:ArnorRanger"

I don't know where exactly this object string goes back to. I searched my ini for it by could only find references. How do I create new strings that actually display the name instead giving a me "MISSING:"? Or how I do find the already existing ones and alter them?

Make ungarrisonable units Garrison (into mines)?

20 January 2016 - 09:17 AM

Hello, I want to make it so that the usually ungarrisonable units such as attack trolls, mountain trolls, cave trolls, drummer trolls, ents, treebeard, mountain giants, mumakils, balistas, explosive mines and demolishers could enter mineshafts like other hordes do. Does anyone know how to do this?

Flash - Buildings

16 June 2015 - 11:41 AM

Hello, I have a quick question. What script should I use to make specific buildings flash in the porter's build menu like they do it in the campaign when they want you to build something? I tried using the 'flash a cameo for a specific amount of time' option but it didn't work.

AI controlled teams

31 May 2015 - 04:23 AM

I am trying make my spawned teams be controlled by an AI. The AI controls units that are created but he ignores the teams. I tried setting the the option 'team member are AI recruitable' but it didn't work. Is there any way to achieve this or will I have to spawn the units 1 by 1?