Jump to content


JUS_SAURON

Member Since 19 Oct 2008
Offline Last Active Jun 07 2023 05:39 PM

#1111331 New hero ability

Posted by JUS_SAURON on 06 September 2020 - 04:01 PM

BannerCarrierUpdate code block is very limited , that is , you can’t add more codes to give it more functions 

 

Here is a long shot , worth testing 

I will give basics , if you can follow 

 

transform the Carnage code to a blade master code , like Aragorn 

the blade master is a HERO MODE code , that is , it triggers HERO MODE

 

Have  a weapon that fires when in hero mode 

it is a FireWeapon radius weapon ( search games codes ) , I think Balrog has it 
 

it’s a one shot weapon , that only has an OCL code block in the weapon 

the OCL object it creates has an attach  to object code ( like Watcher arms )

 

the object is basically un- attackable , fake unseen object , that has a proper Banner re-spawn  code

it also has a lifetime code that makes it die/ vanish as Carnage runs out 

 

PS ; I like this idea , I may actually try coding it 
Activate Banner Carrier by Specialpower - Hero Mode 

 




#1110634 Blade Master ability when mounted

Posted by JUS_SAURON on 31 July 2020 - 01:59 AM

No specific list 

it’s like this 

1 2 
1

2

 

or 

1 2 3
 

1 2

2 3

 

1

2

3

 

 

the full set is highest 

then middle sets 

then single sets are always last 

 

It’s the way the game reads it really 




#1110164 Any BFME Mod

Posted by JUS_SAURON on 08 July 2020 - 03:02 AM

Here is a more detailed answer

So the major problem with BFME 1 style maps is that Buildings cannot be built , as this is controlled by a Porter

So you have to code each Skirmish Player to build , at varied amounts , and times 

Then there is the small issue with hunting for Econ plots and Expansion plots 

 

To fix it , you give the skirmish player a unique Upgrade - Men Boromirlaststand etc ,as a PLAYER upgrade

this then hooks into the game ini for coding 

Add a do-command upgrade Behavior and it will unpack the farm etc

 

Hunting 

This is achieved by spawning a unit ( I used Temp_Dragon strike )

This is coded to be invisible , except to AI , and has Capture flag behavior 

So the AI will always go to this thing 

now just add scripts to spawn at the beginning to waypoints at each Econ plot and Expansion plot 
 

Unpacking 

For farms , use the Do-Command behavior and AI will unpack

For Expansion outposts , use scripts

The Expansion Flags are each named ,so you unpack and reference them

Vary build time and build amount as you desire , I tried to stagger it to be realistic as original 

 

Issues which have been solved 

1. The Castle flag object and the Expansion flag object is originally coded to never be destroyed 

The AI will not use it if it has been used and destroyed , it only ever uses it if it’s fresh 
So you have to code it to be destroyed totally , like a fortress 

Then code in scripts to spawn a new one at that same location 
How it looks is very close to original , as the previous Outpost is destroyed and a new flag is born 

Just keep the WayPoint on the EconFlag object when setting up a map
 

2. To get the AI to re-use a Castle is fairly easy , but the build may be obstructed by map objects , and a wall will be missing

I somewhat perfected the delayed geometry code , so this works flawless so far 

 

3. AI clump up when a farm is unpacked , fix this with Delay geometry 

It seems the AI does not expect the farm (lumbermill) , so they can’t path normally 

but if the object unpacking is small , it’s fine 

 

If you open a map and look at the scripts 

You notice a few in civilian , which handles the spawning of the Fake Capture flag and its fake Linked to flag object 
Then in each Player folder , that handles base buildup at start

 

The true bit of coding is in the Skirmish folders , to get AI to function 
This was pure torture , I gave up years ago , then had a breakthrough after a breakdown 

All Factions are basically copy/paste , just change each building as needed 
 

I fully tested and I fixed as many issues as I could see 

 

To implement as a Template

 

1. Get a BFME 1 Map

2. Set all start position waypoints as beacon

3. Rename Gondor and Rohan folder to Player_5 and Player_6

4. Import the all important script (which I will have available )

5. Drop in Wayponts at each location , ECON1 to ECON14 for Econ plots 

6. Drop in Waypoints at each location , BASE5 to BASE10 for Expansion plots

7. Drop in Waypoints for Gollum , see a guide on 3rd age

 

Mod Ini files

civilian buildings , Gondor buildings , Rohan Buildings , camps and castles , and some new farm and Lumbermill object files 

A few upgrade changes and a few command set and command buttons 
A few objects added for fake Capture flag hunting 
And each map has the map.ini file (same file)

this is to keep the Main files as vanilla as possible 

 

Also proper base files and I left my few models that I plan to use for future coding , I just have to copy paste some old code from my BMFE2 eventually , or never 

I may just go back to playing and modding my BMFE2 MOD as it’s also implemented there 
 

PS , because I hated Angmar as a faction I never played ROTWK much , but I recoded it so it is Harad 




#1109584 AI to use Outpost Expansion Plots

Posted by JUS_SAURON on 16 June 2020 - 11:29 PM

Yes , so far it works , finished and tested Plots All for Men 

All AI can use these plots and buildings are built 

I have been coding 2 weeks to find this solution , for hours each day until midnight 

 

I can finally see AI coming to life 

In a few weeks a fully functional Map will be ready for All factions , with working AI for buildings on plots 




#1109176 "This unit cannot receive this upgrade"

Posted by JUS_SAURON on 27 May 2020 - 09:50 PM

I think the hero code needs 

 

Behavior = ProductionUpdate  ProductionUpdateModuleTag

  GiveNoExp = Yes

End 

 

Try changing the upgrade to Upgrade_IsengardHeavyArmor instead of Upgrade_TrueAlphaWarg

Then purchase the Heavy Arnor and see if you can now upgrade your Hero 




#1107517 New basic BFME1 Mod

Posted by JUS_SAURON on 05 April 2020 - 11:06 PM

So I have a lot of free time and decided to play BFME1 

I always liked BFME1 more than BFME2 because of the Building Castle system 

So I made a very simple MOD

 

It is only a bit of Balance changes , which I know is not that big a thing

I added a model for my Orc Warrior with a Shield

 

The mod adds no new powers , no new heroes 

In fact the changes are mostly armor and weapon tweaks

 

But it add more realism IMO , and makes for hours of fun

 

Why no new powers etc - because 

1. I want the mod to be 100% Computer compatible

2. BFME1 coding is too different than BFME1   , so alot of stuff I just cannot add in , 

3. I am now learning BFME1 coding , and its limitations

4.I really just wanted my Orc wariiors to be less sucky , the rest was just because I have the time

 

 

Perhaps in the future I may add

1. Isengard Wildmen

2. BlackRiders

3. Gothmog

4. Crebain

5. Troll Wood Labourer 

6. More powers for Gandlaf

 

Here are the changes , as far as I can remember 

I am open for discussion on what you think about the changes

I will upload on MODDB in a few days , I am still testing and deciding on any more changes 

 

Spoiler



#1107475 EXCEPTION_ACCESS_VIOLATION

Posted by JUS_SAURON on 04 April 2020 - 04:01 AM

Try a fresh install ,test for crash , you should get none

 then slowly add your new stuff (files) until you discover at what point you get the crash 

 

I had to fresh install many times when dealing with a pesky code glitch 

 

Always save your mod before attempting a new thing , so if you have to redo the coding , you know what to look out for 

So you always have a save point of a working , non-crashing mod 




#1107367 Any BFME Mod

Posted by JUS_SAURON on 30 March 2020 - 04:10 PM

So I decided to play BFME1 ,

I kinda like it more than BFME2 now

i have a simple question , is there a MOD for BFME1 that has a new version of the Orc Warrior ?

specifically I am looking for a model with Amour and new weapons 

Don’t worry , it’s for personal play 

 

Basically I envisioned an Orc Warrior that can have upgraded Armor , or upgraded Weapons 

 

I have this in my own BFME2 mod , but cannot seem to add the model into BFME 1

 

so rather than learn modeling for BFME1 , or even the complicated asset system , which is clearly different than BFME2 

 

I just want to use an existing model , or at least see how someone achieved this (a new orc warrior model and textures ), sub objects would be nice .

 

I may be in the wrong section , it’s been a while 




#1091044 BFME1 gameplay in BFME2

Posted by JUS_SAURON on 22 September 2018 - 09:51 PM

So basicallly I will keep a thread progress of my attempt to get more BFME1 style into BFME 2

I will still need a bit of help with this , any is welcomed

What has been done so far.
1. Have a working setup for a map - I can take a BFME1 map , change the starting points to beacons and build the Castles for my Player and Skrmish
2. Have a script I can import to get working base foundation building
3. Drop in a standardized map.ini to get all factions usable , no porters etc
4. Castle bases redone for any major glitches like missing walls etc

So basically the BFME 1 map starts up fine , and the other skirmish AI players can build their buildings
I have it staggered so you should get the SIEGE units later on
Initially you get ARCHERY and BARACKS and FARMS

WHAT I STILL NEED TO ACHEVE

1.Get AI to build wall upgrades like Trebuchets and towers , possible staggered
2. Get AI to send units to unpack other Castle / sites
3. Get AI to send units to unpack settlements
4. Get archer units to stand on a wall for defense

I can do basic scripting , but I just need to be pointed in the right directions

I tried looking at BFME 1 and 1/2 , but hard to specifically get the codes to make it work
but not sure if I should just get BFME 1 libraries and try to incorporate it into
DefaultPlayerAIType

Any help is welcomed


#1073639 Power of the Ring

Posted by JUS_SAURON on 17 December 2017 - 07:21 PM

Thanks
Just guide me the steps once you guys agree
I will definitely give comments and plan to address bugs and balancing
If there are ideas worth including I will even re-code and add new stuff

I wish I could create more units and models to add in game
Win 10 is not the best Operating system for the older modeling programs so new assets are unlikely

It is still a very in-depth mod that is actually completed

PS - I am ridiculously a perfectionist , so I usually code for hours until the FX or code works just right
This is the one game that never really gets old


#1073616 Power of the Ring

Posted by JUS_SAURON on 17 December 2017 - 01:37 PM

So I Finished the Mod - Power of the Ring
It is well balanced as best as I can playing against PC
And I left no work undone
I am satisfied that the Mod is complete

So should I host ?

I need feedback on balancing issues and Bugs !
As well as ideas

I will not be adding any new models as Graphics is my weakness

A Forum may help with exposure and feedback

I did use some ROTWK buttons and artwork as creating new Art is a pain , my skill is coding

PS : I started this mod 10 years ago , and still occasionally add a building or power if an idea comes to mind


#1073602 New commandCenter Fotress

Posted by JUS_SAURON on 17 December 2017 - 02:53 AM

Never mind ,
I figured it out
I am a bit rusty
So you save it but ensure the NAMING is proper , edit the file extension MANUALLY

It was a faulty BSE file giving the OOS error
So I edited one I had saved in the mod but never used
Then I mapped the structures to some ingame objects that are temp files

It DOES NOT CRASH the game now , so All is well
A bit sloppy coding , but I guess whatever works

I even got help from some of my old posts which I did helping others


#1073170 Jus_sauron mod ver 11 bfme2

Posted by JUS_SAURON on 09 December 2017 - 01:45 PM

New Dwarven Building

Enchanted Mithril Mine

 

Purchase Fire , Arrow , Poison Armor

Armour lasts 60secs and costs $1000 per purchase

 

Mine costs $500

Monuments for Powers costs $2000

 

 

 

https://www.dropbox....l mine.pdf?dl=0

 

latest update on MODDB

http://www.moddb.com/mods/power-of-the-ring-campaigns-of-middle-earth

 

Attached File  sshot0014.bmp   2.93MB   256 downloads




#1072676 Treebeard at Men barracks lvl 3

Posted by JUS_SAURON on 28 November 2017 - 02:09 PM

you may need RESPAWN health blocks for these heroes

 

Treebeard is does not have the codes

Body = RespawnBody ModuleTag_RespawnBody
		CheerRadius 			= EMOTION_CHEER_RADIUS
		MaxHealth         		= MAIN_HERO_HEALTH	;BALANCE Aragorn Health
		PermanentlyKilledByFilter	= NONE		;Who kills me permanently?
   		DodgePercent      		= HERO_DODGE_PERCENT				
	End
	Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim				= DYING				;Model condition to play when killed-to-respawn
		DeathFX				= FX_AragornDieToRespawn     	;FXList to play when killed-to-respawn
		DeathAnimationTime		= 3933				;How long DeathAnim will take.
		InitialSpawnFX			= FX_AragornInitialSpawn	;FXList to play when respawning.
		RespawnAnim				= LEVELED				;Animation to play when respawning.
		RespawnFX				= FX_ResurrectionAragorn	;FXList to play when respawning.
		RespawnAnimationTime		= 2000				;Time it takes for respawn to play.
		AutoRespawnAtObjectFilter	= NONE +CASTLE_KEEP		;Respawn at this location -- and at it's exit production point if possible.
		ButtonImage				= HIAragorn_res
		
		;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
		;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
		RespawnRules =	AutoSpawn:No		Cost:3000		Time:60000		Health:100%		;DEFAULT VALUES
		RespawnEntry =	Level:2				Cost:3500		Time:60000						; ;50% cost, 1x buildtime ;For other levels, only override what is different.
		RespawnEntry =	Level:3				Cost:4000		Time:60000
		RespawnEntry =	Level:4				Cost:4500		Time:60000
		RespawnEntry =	Level:5				Cost:5000		Time:120000						; ;65% cost, 2x buildtime
		RespawnEntry =	Level:6				Cost:5500		Time:120000
		RespawnEntry =	Level:7				Cost:6000		Time:120000
		RespawnEntry =	Level:8				Cost:6500		Time:180000 					; ;80% cost, 3x buildtime
		RespawnEntry =	Level:9				Cost:7000		Time:180000 
		RespawnEntry =	Level:10			Cost:8000		Time:180000 
	End

and remove this

Body = ActiveBody ModuleTag_ActiveBody
        CheerRadius                = EMOTION_CHEER_RADIUS
        MaxHealth                =   CATAPULT_MONSTER_HEALTH
        BurningDeathBehavior    = Yes
    End




#1037537 Updating Mod on the 3rd Age

Posted by JUS_SAURON on 31 August 2016 - 02:27 AM

Been a while since I have been on this forum .

Finally got around to modding a bit .

It is actually quite fun on a TouchScreen Win tablet with a stylus .

makes modding easier , relaxing on a couch .

 

So I decided to give the 'POWER OF THE RING ' MOD on the 3rd Age a redo

 

fixed alot of Balance issues mainly 

Added a few new powers 

 

I am finally pleased HARAD faction , which got an overhaul .

And I redid the Large Middle Earth Map

 

So in a few days (maybe tomorrow ) I will have a link ready ..From my Dropbox

 

Nice to see Modding BFME2 still happening