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StarlessBeseech

Member Since 19 Jun 2016
Offline Last Active Aug 19 2016 10:52 AM

Topics I've Started

porter problem

21 June 2016 - 07:00 PM

Hi,

I don't know what is wrong, i was trying to add a porter to a new faction "hobbit", but when i play no porter appears

I've also tryed to add a new fortress mixing the fortress.ini of men and tombombadil house

Please help me, i don't know what i'm doing and i don't find tutorials online

Please

 

porter.ini:

;------------------------------------------------------------------------------
;
;	Men Porter.ini
;
;------------------------------------------------------------------------------

; aka Porter
Object MenPorter
	; *** ART Parameters ***
	SelectPortrait = UPGondor_Porter
	
    ; ButtonImage for Porter
    ButtonImage = BGFortress_Porter
	
	Draw = W3DTruckDraw ModuleTag_01
	  
		OkToChangeModelColor = Yes
	  
		;StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
	
		DefaultModelConditionState
			Model					= GUPorter_SKN
			Skeleton				= GUPorter_SKL
		End

		IdleAnimationState
			StateName				= STATE_Running
			Animation				= IDLA
				AnimationName		= GUPorter_IDLA
				AnimationMode		= ONCE
				AnimationPriority   = 20
			End
			Animation				= IDLB ; fidget. Search animation
				AnimationName		= GUPorter_IDLB
				AnimationMode		= ONCE
				AnimationPriority   = 1
			End
		End

		AnimationState				= DYING DEATH_1
			Animation				= DIEB
				AnimationName		= GUPorter_DIEA
				AnimationMode		= ONCE
			End
		End
	
		AnimationState          = DYING DEATH_2
			Animation
				AnimationName   = GUPorter_IDLA
				AnimationMode   = LOOP
			End
		End

		AnimationState				= DYING
			Animation				= DIEA
				AnimationName		= GUPorter_DIEA
				AnimationMode		= ONCE
			End
		End

		AnimationState						= PARALYZED
			Animation
				AnimationName				= GUPorter_IDLA
				AnimationMode				= LOOP
			End
		End


		AnimationState				= MOVING WANDER
			StateName				= STATE_Running
			Animation				= WLKA
				AnimationName		= GUPorter_WLKA
				AnimationMode		= LOOP
			End
			Flags					= RANDOMSTART
			;ParticleSysBone			= None InfantryDustTrails
		End
	
		AnimationState				= MOVING
			StateName				= STATE_Running
			Animation				= RUNNING
				AnimationName		= GUPorter_RUNA
				AnimationMode		= LOOP
;				AnimationSpeedFactorRange = 3.8 3.8
			End
			Flags					= RANDOMSTART
			;ParticleSysBone			= None InfantryDustTrails
		End

		AnimationState		= UNPACKING PACKING_TYPE_1
			Animation
				AnimationName		= GUPorter_FIRA
				AnimationMode		= ONCE
			End
			BeginScript
				CurDrawablePlaySound("MenBuilderFireExtinguish")
			EndScript
			ParticleSysBone = BUCKET PorterFireWater FollowBone:YES
		End

		AnimationState        = ACTIVELY_CONSTRUCTING
			StateName           = STATE_Constructing
			Animation           = WRKA
				AnimationName     = GUPorter_WRKB
				AnimationMode     = ONCE
				AnimationPriority	=	30
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation           = WRKA						; In twice so that we can play it twice in a row.
				AnimationName     = GUPorter_WRKB
				AnimationMode     = ONCE
				AnimationPriority	=	30
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation           = WRKB
				AnimationName     = GUPorter_WRKC
				AnimationMode     = ONCE
				AnimationPriority	=	5
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation           = WRKB
				AnimationName     = GUPorter_WRKC
				AnimationMode     = ONCE
				AnimationPriority	=	5
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Flags					=	RESTART_ANIM_WHEN_COMPLETE
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("TRANS_RunToWork") end
			EndScript
		End

;;--------------- TRANSITIONS ---------------------------------------------------------------------------

		TransitionState       = TRANS_RunToWork
			Animation           = ATNA
				AnimationName     = GUPorter_WRKA
				AnimationMode     = ONCE
			End
		End

;;-----------------------------------------------------------------------------------------------------------

		LeftFrontTireBone			= WHEEL_L01
		RightFrontTireBone			= WHEEL_R01
		;LeftRearTireBone			= WHEEL_L01
		;RightRearTireBone			= WHEEL_R01
		TireRotationMultiplier		= 0.2
	End

    #include "..\..\..\includes\StunDrawModuleMedium.inc"

	; ***DESIGN parameters ***
	Side					= Men
	EditorSorting			= UNIT
	ThingClass				= HORDE_UNIT
	CommandPoints			= 0
	TransportSlotCount		= TRANSPORTSLOTCOUNT_DOZER
	
	ArmorSet
		Conditions					= None
		Armor						= PorterArmor
		DamageFX					= NormalDamageFX
	End
	
	BuildCost			= MEN_PORTER_BUILDCOST
	BuildTime			= MEN_PORTER_BUILDTIME     
	VisionRange			= MEN_PORTER_VISION_RANGE
	BountyValue			= MEN_PORTER_BOUNTY_VALUE
	ShroudClearingRange 		= MEN_PORTER_SHROUD_RANGE
	
	DisplayName			= OBJECT:GondorPorter
	CrushableLevel		= 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
	ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
	IsTrainable			= No

	CommandSet = HobbitPorterCommandSet

	; *** AUDIO Parameters ***;

	VoiceCreated				= MenBuilderVoiceSalute
	VoiceFullyCreated 			= MenBuilderVoiceSalute
	VoiceMove					= MenBuilderVoiceMove
	VoiceMoveToCamp				= MenBuilderVoiceMove
	VoicePriority				= 6
	VoiceRetreatToCastle		= MenBuilderVoiceMove
	VoiceSelect					= MenBuilderVoiceSelectMS

	SoundImpact					= ImpactHorse
	SoundMoveLoop				= MenBuilderMoveLoopMS
	SoundMoveStart				= MenBuilderMoveStart

	UnitSpecificSounds
		VoiceNoBuild						= EVA:PorterCantBuild
	    VoiceBuildResponse					= MenBuilderVoiceBuild
		VoiceExtinguishFireAtLocation		= MenBuilderVoiceMove
		VoiceGarrison						= MenBuilderVoiceGarrison
		VoiceSelectIdleWorker				= MenBuilderVoiceSelectMS
		VoiceEnterUnitElvenTransportShip	= MenBuilderVoiceMove
		VoiceInitiateCaptureBuilding		= MenBuilderVoiceMove
	End

	ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
		ModelCondition = Required:EMOTION_CELEBRATING	Excluded:DYING ENGAGED	Sound:EmotionMenGoodCompilationVoxCheerSinglesLoop	;MOVING ATTACKING 
		ModelCondition = Required:EMOTION_TAUNTING		Excluded:DYING ENGAGED	Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop	;MOVING ATTACKING
	End

    #include "..\..\..\Includes\StandardUnitEvaEvents.inc"
	EvaEventDamagedOwner = PorterUnderAttack 	;Eva event to trigger when unit is damaged
	; Moved to FX_PorterDie so that we avoid annoucing FADED deaths
	;EvaEventDieOwner = PorterDie			;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths


	; *** ENGINEERING Parameters ***
	RadarPriority = UNIT
	KindOf = PRELOAD SELECTABLE DOZER CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT PORTER IGNORES_SELECT_ALL NONCOM
	//SelectionPriority = SELECTION_PRIORITY_PORTER
	
	Body = ActiveBody ModuleTag_02
		MaxHealth         = MEN_PORTER_HEALTH
		MaxHealthDamaged  = MEN_PORTER_HEALTH_DAMAGED
		RecoveryTime      = MEN_PORTER_HEALTH_RECOVERY_TIME
	End
 
 	Behavior = DozerAIUpdate ModuleTag_03
		AILuaEventsList					= InfantryFunctions
 		RepairHealthPercentPerSecond	= 2%    ; % of max health to repair each second
 		BoredTime						= 5000  ; in milliseconds
 		BoredRange						= 150   ; when bored, we look this far away to do something
 		AutoAcquireEnemiesWhenIdle		= No    ; no mine-disarming in the design at the moment
		SpecialContactPoints			= Repair
 	End
	
	LocomotorSet
		Locomotor = PorterLocomotor
		Condition = SET_NORMAL 
		Speed     = NORMAL_INGAME_PORTER_SPEED			
	End

	LocomotorSet
		Locomotor = PorterLocomotor
		Condition = SET_WANDER
		Speed     = NORMAL_INGAME_PORTER_SPEED	
	End 

	Behavior = PhysicsBehavior ModuleTag_04
		GravityMult = 1.0
	End
	
	Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_1
		DeathTypes			= ALL -CRUSHED -EXPLODED -KNOCKBACK -DETONATED -SPLATTED -FADED -SLAUGHTERED
		SinkDelay			= 3000
		SinkRate			= 1.40     ; in Dist/Sec
		DestructionDelay	= 13000
		Sound				= INITIAL MenBuilderVoiceDie			;PorterGenericVoiceDie
		FX					= INITIAL FX_PorterDie
	End

	Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_2
		DeathTypes			= NONE +CRUSHED +EXPLODED +KNOCKBACK +DETONATED +SPLATTED
		SinkDelay			= 3000
		SinkRate			= 1.40     ; in Dist/Sec
		DestructionDelay	= 13000
		DeathFlags			= DEATH_1
		FX					= INITIAL FX_PorterDieExplosion
		Sound				= INITIAL MenBuilderVoiceDie			;PorterGenericVoiceDie
	End
	
	Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
		DeathTypes			= NONE +FADED
		DeathFlags			= DEATH_2
		FadeDelay			= 500
		FadeTime			= 3500
		DestructionDelay	= 4000
	End

	; Send porter back into fortress, don't announce or scream
	Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_Decommissioned 
		DeathTypes = NONE +SLAUGHTERED   
		SinkDelay = 1000
		SinkRate = 1.40     ; in Dist/Sec
		DestructionDelay = 5000
	End

	Behavior = SquishCollide ModuleTag_06
		;nothing
	End
	
	Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
		; 
		FirstHeight					= 24  ; Height of Bezier control points above highest intervening terrain
		SecondHeight				= 24
		FirstPercentIndent			= 30% ; Percentage of shot distance control points are placed
		SecondPercentIndent			= 70%
		TumbleRandomly				= Yes

		CrushStyle					= Yes ; I don't detonate, I just hit
		DieOnImpact					= Yes
		BounceCount					= 1   ; When I hit the ground, I'll arc again
		BounceDistance				= 40 ; this far
		BounceFirstHeight			= 16  ; Height of Bezier control points above highest intervening terrain
		BounceSecondHeight			= 16
		BounceFirstPercentIndent	= 20% ; Percentage of shot distance control points are placed
		BounceSecondPercentIndent	= 80%

		GroundHitFX					= FX_ThrownRockGroundHit
		GroundBounceFX				= FX_ThrownRockBounceHit
	End	

	;--------------------------------------------------------------------
	; Emotion Tracker for the Terror state
	;--------------------------------------------------------------------
	Behavior = EmotionTrackerUpdate	Module_EmotionTracker
		AfraidOf					=	NONE +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil;Must be SCARY kindof as well.
		AlwaysAfraidOf				=	NONE +MordorWitchKing +MordorWitchKingOnFellBeast +MordorBalrog +RohanOathbreaker

		FearScanDistance			=	250

		AddEmotion					=	BraceForBeingCrushed_Base
		AddEmotion					=	Terror_Base
	End		

    #include "..\..\..\Includes\PorterExtinguishFire.inc"

	;--------------------------------------------------------------------
	; Don't make it any bigger or try making it a box or this unit will not make it up onto walls to deliver it's goods.
	Geometry				= CYLINDER	
	GeometryMajorRadius		= 8.0
	GeometryMinorRadius		= 8.0
	GeometryHeight			= 16.0
	GeometryIsSmall			= Yes	
	Shadow					= SHADOW_DECAL
	ShadowSizeX				= 27;
	ShadowSizeY				= 27;
	ShadowTexture			= ShadowI;
End


;--------------------------------------------------------------------
ChildObject MenPorterNoSelect MenPorter
	KindOf = PRELOAD CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER DOZER SWARM_DOZER NOT_AUTOACQUIRABLE MOVE_FOR_NOONE
	ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
End

playertemplate.ini:


PlayerTemplate FactionHobbits ; the faction name
Side = Hobbits ; what side will your faction be on?
PlayableSide = Yes ; self explanatory, choose no, and you can't play it in the game. 
Evil = No ; is your faction evil or not?
StartMoney = 0 ; how much money will your faction start off with?
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ); just ignore this for now
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ); just ignore it
PreferredColor = R:43 G:150 B:179; the preferred color of your faction. It really isn't necessary to edit this, but feel free
StartingBuilding = HobbitFortress ; the starting building of your faction 

;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 = GondorFighterHorde ; this would normally be the units your faction starts off with, but when any code line has a ';' in it, that usually means it will be ignored. 
;StartingUnitOffset0 = X:-60 Y:185 Z:0; just ignore this


StartingUnit1 = HobbitPorter ;the porter that your faction will start with. 
StartingUnitOffset1 = X:30 Y:200 Z:0
StartingUnit0 = HobbitPorter 
StartingUnitOffset0 = X:1 Y:130 Z:0

StartingUnitTacticalWOTR = HobbitPorter ;the starting units for war of the ring. 
StartingUnitTacticalWOTR = HobbitPorter ; same thing. You can also add the same code line for different starting units if you wish to do so
IntrinsicSciences = SCIENCE_GOOD ; will your faction use good or evil science?
IntrinsicSciencesMP = SCIENCE_HOBBIT; the science your individual faction has. It is not required to be edited, but is suggested.
SpellBook = GoodSpellBook ; evil spellbook or good spell book?
SpellBookMp = HobbitSpellBook; The individual spellbook for your faction.
PurchaseScienceCommandSet = GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP = MenSpellStoreCommandSet
DisplayName = INI:FactionHobbit ; this is referencing to the lotr.str. It will be explained when we come to it. 
DefaultPlayerAIType = MenSkirmishAI; I'm not 100% sure, but i'd guess that it is the strategic AI that the faction uses. But again that will have to be added. 
BeaconName = MultiplayerBeacon
LightPointsUpSound = GondorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_MenFaction ; Any upgrades this player template is born with.

// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always 
// attached to the first two buttons in the command set.

BuildableHeroesMP = CreateAHero RohanEomer GondorBoromir RohanTheoden GondorFaramir AragornNew GondorGandalf DwarvenGimli ElvenLegolas ElvenGlorfindel ElvenHaldir ArnorCaptainStealthless; the buildable heroes for your fortress.
BuildableRingHeroesMP = ElvenGaladriel_RingHero ; the ring hero for your faction. 
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66
MultiSelectionPortrait = UPGondor_Army
LoadScreenMusic = Shell2MusicForLoadScreen
End

commandset.ini:



CommandSet HobbitPorterCommandSet 
   1 = Command_Stop
   2 = Command_PorterExtinguishFire 
   3 = Command_PorterConstructMenFarm
   4 = Command_ConstructElvenEntMoot
   5 = Command_PorterConstructMenBlacksmith
End

CommandSet HobbitFortressCommandSet
	InitialVisible = 7
	//Main Menu
	1	= Command_ConstructInnElvenHobbitShirrif
;	2	= Command_ConstructGondorKnightsofDolHorde
	2   	= Command_SelectRevivablesMenFortress	
	3	= Command_FireWeaponMenFortressBoilingOil
	4	= Command_SpecialAbilityIvoryTowerVision
	6	= Command_Sell
	5   	= Command_SelectUpgradesMenFortress

	//Upgrades Menu
	8	= Command_PurchaseUpgradeMenFortressBanners
	9	= Command_PurchaseUpgradeMenFortressHouseOfHealing
	10	= Command_PurchaseUpgradeMenFortressFlamingMunitions
	11	= Command_PurchaseUpgradeMenFortressBoilingOil
	12	= Command_PurchaseUpgradeMenFortressNumenorStonework
	13	= Command_PurchaseUpgradeMenFortressIvoryTower
	14	= Command_RadialBack

	//Hero Menu
	15	= Command_RingHeroReviveSlot
	16	= Command_CreateAHeroReviveSlot		// Note we also need an extra slot for the Create A Hero
	17	= Command_GenericReviveSlot1		//Revives any hero. keep them UNIQUE within the same commandset! 
	18	= Command_GenericReviveSlot2		
	19	= Command_GenericReviveSlot3		
	20	= Command_GenericReviveSlot4		
	21	= Command_GenericReviveSlot5		
	22	= Command_GenericReviveSlot6		
	23	= Command_GenericReviveSlot7		
	24	= Command_RadialBack				
End									

fortress:

// This is the magic thing in the .bse file that tells how to center the base layout compared to the game position of the fortress
Object HobbitFortressCenterGeneric	
	
	SelectPortrait = BPGFortress
	
	Draw = W3DScriptedModelDraw ModuleTag_Draw

    	DefaultModelConditionState
      		Model = none
    	End
    	
		ModelConditionState = WORLD_BUILDER
			Model = NBasePin
		End
	End
	
	
	Side = Hobbit
	EditorSorting = STRUCTURE
	KindOf = IMMOBILE BASE_FOUNDATION CASTLE_CENTER CAN_CAST_REFLECTIONS CAN_CAST_REFLECTIONS
  
	Behavior = CastleBehavior ModuleTag_castle
		FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER		;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
	End  
End

//------------------------------------------------------------------------------

Object HobbitFortressExpansionPadCorner
	
	SelectPortrait = BPGFortress_BuildPlot
	
	// *** ART Parameters ***
	Draw = W3DFloorDraw DrawFloorBase  
		ModelName = GBFoundationB
	End
		
	Draw = W3DScriptedModelDraw ModuleTag_DrawMain
		DefaultModelConditionState
			Model = WBFoundationP
		End
		;//Remove the buildplot when it's been constructed on
		ModelConditionState = CONSTRUCTION_COMPLETE
			Model = None
		End	
	End

	//PlacementViewAngle  = 0
        

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:TomBombadilHouse
  Side                = Hobbit
  EditorSorting       = STRUCTURE
  Browser = REGION Shire STRUCTURE
  ThreatLevel = 1.0
 
  BuildCost           = 500
  BuildTime           = 15.0           ; in seconds
  VisionRange         = 160.0          ; Shroud clearing distance
  ShroudClearingRange = 160


;  CommandSet          = GondorBarracksCommandSet

 
  ; *** AUDIO Parameters ***

	SoundOnDamaged		= BuildingLightDamageStone
	SoundOnReallyDamaged	= BuildingHeavyDamageStone

	;  VoiceSelect         = GondorBarracksSelect
	 
	;  UnitSpecificSounds
	;  UnderConstruction     = UnderConstructionLoop
	;  End
 

	; *** ENGINEERING Parameters ***

  RadarPriority       = NOT_ON_RADAR
	KindOf              = PRELOAD COMMANDCENTER VITAL_FOR_BASE_SURVIVAL STRUCTURE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY SELECTABLE FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD SCORE DOZER_FACTORY CAN_CAST_REFLECTIONS

	Body						= ActiveBody ModuleTag_05
		MaxHealth				= 1000.0
		MaxHealthDamaged		= 700.0
		MaxHealthReallyDamaged  = 300.0
	End

;	ArmorSet
;		Conditions        = None
;		Armor             = HelmsDeepGates
;		DamageFX          = GateDamageFX
;	End

	Behavior = ProductionUpdate ModuleTag_06
		; nothing
	End
    
	Geometry              = BOX
	GeometryMajorRadius   = 24
	GeometryMinorRadius   = 46
	GeometryHeight        = 24
	GeometryOffset		= X:1.5 Y:-6.5 Z:0
	
	GeometryIsSmall       = No
	  
	Shadow                = SHADOW_VOLUME
End

Sorry for the bad english


Issues with the creation of a faction

19 June 2016 - 07:42 PM

Hi everyone,

I've created a faction called "Hobbits" following the guide "adding a new faction for bfme2 and rotkw" by SquallBK, I also managed to add the powers editing science.ini but not to arrange them.Moreover when I buy a power a can't use it since it disappear as if i hadn't bought it.

Lastly i can't select none of the heroes that i've chosen even adding them in playertemplate.ini

I edit playertemplate.ini for Gandalf as hero but nothing it's happened.

My attempt was to create a faction of hobbits with Frodo,Sam,Merry, Tom Bombadil, Gandalf and Pippin as heroes creating also some units and structures from scratch.

So someone can help me doing this?With some tutorials or something?

 

 

 

The Science.ini lines interested:

Science SCIENCE_HOBBIT
  PrerequisiteSciences = None
  SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"!
IsGrantable = No
Science SCIENCE_Heal  
 PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN OR SCIENCE_ELVES OR SCIENCE_DWARVES OR SCIENCE_ARNOR OR SCIENCE_HOBBIT 
Science SCIENCE_Farsight    
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES OR SCIENCE_HOBBIT 
Science SCIENCE_ElvenWood   
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES SCIENCE_Heal OR SCIENCE_ELVES SCIENCE_Farsight OR SCIENCE_ARNOR SCIENCE_Heal OR SCIENCE_ARNOR SCIENCE_RallyingCallMP OR SCIENCE_HOBBIT SCIENCE_Farsight 
Science SCIENCE_Rebuild   
PrerequisiteSciences = SCIENCE_GOOD SCIENCE_Heal OR SCIENCE_ElvenWood OR SCIENCE_MEN OR SCIENCE_DWARVES OR SCIENCE_ARNOR OR SCIENCE_HOBBIT 
Science SCIENCE_TomBombadil   
PrerequisiteSciences = SCIENCE_GOOD SCIENCE_EnshroudingMistSP OR SCIENCE_GOOD SCIENCE_ElvenGifts OR SCIENCE_ELVES SCIENCE_Farsight OR SCIENCE_MEN SCIENCE_RallyingCallMP OR SCIENCE_MEN SCIENCE_Rebuild OR SCIENCE_HOBBIT SCIENCE_Heal 
Science SCIENCE_HobbitAllies  
 PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES SCIENCE_Heal OR SCIENCE_MEN SCIENCE_Heal OR SCIENCE_ARNOR SCIENCE_Heal OR SCIENCE_DWARVES SCIENCE_RallyingCallMP OR SCIENCE_DWARVES SCIENCE_Rebuild OR SCIENCE_HOBBIT SCIENCE_Heal 
Science SCIENCE_ArrowVolleyGood   
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_Heal OR SCIENCE_MEN SCIENCE_RallyingCallMP OR SCIENCE_ELVES SCIENCE_Heal OR SCIENCE_ELVES SCIENCE_RallyingCallMP OR SCIENCE_ARNOR SCIENCE_Rebuild OR SCIENCE_ARNOR SCIENCE_RallyingCallMP OR SCIENCE_HOBBIT SCIENCE_Farsight SCIENCE_HOBBIT SCIENCE_Rebuild 
Science SCIENCE_CloudBreak   
PrerequisiteSciences = SCIENCE_GOOD SCIENCE_TomBombadil OR SCIENCE_GOOD SCIENCE_DwarvenRiches OR SCIENCE_MEN SCIENCE_TomBombadil OR SCIENCE_MEN SCIENCE_ArrowVolleyGood OR SCIENCE_ELVES SCIENCE_ArrowVolleyGood OR SCIENCE_ELVES SCIENCE_ElvenWood OR SCIENCE_DWARVES SCIENCE_DwarvenRiches OR SCIENCE_DWARVES SCIENCE_SpawnLoneTower OR SCIENCE_ARNOR SCIENCE_ArrowVolleyGood OR SCIENCE_ARNOR SCIENCE_ElvenWood OR SCIENCE_HOBBIT SCIENCE_ArrowVolleyGood OR SCIENCE_HOBBIT SCIENCE_TomBombadil 
Science SCIENCE_RohanAllies   
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_TomBombadil OR SCIENCE_MEN SCIENCE_SpawnLoneTower OR SCIENCE_HOBBIT SCIENCE_ArrowVolleyGood OR SCIENCE_HOBBIT SCIENCE_ElvenWood 
Science SCIENCE_EntAllies   
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES SCIENCE_ElvenWood OR SCIENCE_ELVES SCIENCE_TomBombadil OR SCIENCE_HOBBIT SCIENCE_HobbitAllies OR SCIENCE_HOBBIT SCIENCE_TomBombadil 
Science SCIENCE_Earthquake   
PrerequisiteSciences = SCIENCE_GOOD SCIENCE_CloudBreak OR SCIENCE_GOOD SCIENCE_Undermine OR SCIENCE_MEN SCIENCE_RohanAllies OR SCIENCE_MEN SCIENCE_CloudBreak OR SCIENCE_DWARVES SCIENCE_Undermine OR SCIENCE_DWARVES SCIENCE_Bombard OR SCIENCE_ARNOR SCIENCE_CloudBreak OR SCIENCE_ARNOR SCIENCE_Bombard OR SCIENCE_HOBBIT SCIENCE_RohanAllies OR SCIENCE_HOBBIT SCIENCE_CloudBreak 
Science SCIENCE_Flood   
PrerequisiteSciences = SCIENCE_GOOD SCIENCE_MenOfDaleAllies OR SCIENCE_GOOD SCIENCE_CloudBreak OR SCIENCE_ELVES SCIENCE_EntAllies OR SCIENCE_ELVES SCIENCE_CloudBreak OR SCIENCE_HOBBIT SCIENCE_EntAllies OR SCIENCE_HOBBIT SCIENCE_CloudBreak 

 

And in Commandset.ini:

CommandSet HobbitSpellBookCommandSet
1 = Command_SpellBookHeal
2 = Command_SpellBookRebuild
3 = Command_SpellBookFarsight


4 = Command_SpellBookHobbitAllies
5 = Command_SpellBookTomBombadil
6 = Command_SpellBookElvenWood
7 = Command_SpellBookArrowVolleyGood


8 = Command_SpellBookEntAllies
9 = Command_SpellBookCloudBreak
10 = Command_SpellBookRohanAllies


11 = Command_SpellBookFlood
12 = Command_SpellBookEarthquake
End


CommandSet HobbitSpellStoreCommandSet
1 = Command_PurchaseSpellHeal
2 = Command_PurchaseSpellRebuild
3 = Command_PurchaseSpellFarsight


4 = Command_PurchaseSpellTomBombadil
5 = Command_PurchaseSpellArrowVolleyGood
6 = Command_PurchaseSpellHobbitAllies
7 = Command_PurchaseSpellElvenWood


8 = Command_PurchaseSpellRohanAllies
9 = Command_PurchaseSpellEntAllies
10 = Command_PurchaseSpellCloudBreak


11 = Command_PurchaseSpellFlood
12 = Command_PurchaseSpellEarthquake
End

The order would be (from left to right, from top to bottom): Heal, Rebuild, Farsight, Summon hobbits, Tom, Arrows, Elven Wood, Ent, Cloudbreak, Rohan allies, flood and earthquake.

Instead is so:

http://imgur.com/Ai6TqzI

 

The playertemplate.ini:

PlayerTemplate FactionHobbits 
	Side = Hobbits 
	PlayableSide = Yes 
	Evil = No 
	StartMoney = 0 
	MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
	MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
	PreferredColor = R:43 G:150 B:179
	StartingBuilding = MenFortress 

	;------------- NO STARTING UNITS FOR YOU -------
	;StartingUnit0 = GondorFighterHorde 
	;StartingUnitOffset0 = X:-60 Y:185 Z:0


	StartingUnit1 = HobbitPorter 
	StartingUnitOffset1 = X:30 Y:200 Z:0
	StartingUnit0 = HobbitPorter 
	StartingUnitOffset0 = X:1 Y:130 Z:0

	StartingUnitTacticalWOTR = MenPorter 
	StartingUnitTacticalWOTR = MenPorter 
	IntrinsicSciences = SCIENCE_GOOD
	IntrinsicSciencesMP = SCIENCE_HOBBIT
	SpellBook = GoodSpellBook 
	SpellBookMp = HobbitSpellBook
	PurchaseScienceCommandSet = GoodSpellStoreCommandSet
	PurchaseScienceCommandSetMP = HobbitSpellStoreCommandSet
	DisplayName = INI:FactionHobbit 
	DefaultPlayerAIType = MenSkirmishAI
	BeaconName = MultiplayerBeacon
	LightPointsUpSound = GondorLightPointsUp
	ObjectiveAddedSound = Gui_MissionObjectiveNew
	ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
	InitialUpgrades = Upgrade_MenFaction 

	// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always 
	// attached to the first two buttons in the command set.

	BuildableHeroesMP = CreateAHero GondorGandalf
	BuildableRingHeroesMP = ElvenGaladriel_RingHero 
	SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
	SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
	ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
	ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66
	MultiSelectionPortrait = UPGondor_Army
	LoadScreenMusic = Shell2MusicForLoadScreen
End

Thanks

 

EDIT:

After trying to edit some stuff (i don't remember) I have this error launching the game:

http://imgur.com/ath7kZI