The evil attack waves land on the beach and then just sit there. They do not attack unless provoked, while in the vanilla they would move towards the Havens and attack anything in their path.
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Goldo
Member Since 27 Aug 2011Offline Last Active Jan 09 2022 08:42 PM
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[Bug] Good Campaign Grey Havens
05 October 2020 - 12:57 PM
How to add assets to the Age of the Ring?
30 September 2020 - 11:16 AM
I am working on a submod for the BFME 2 campaign skirmish maps. I want to add dialogue to Bofur for the good Erebor campaign, but I am at a loss when it comes to adding new assets. My old asset builder only worked if I renamed "compiled textures" to "textures" before I run it and then I would rename "compiled textures" back. But AotR already has both "compiled textures" and "textures" . So what do I do? I can't seem to be able to find a new asset builder for the job.
Misty Mountains: Goblin Spearmen?
28 September 2020 - 10:47 PM
I understand that a spammable spear unit might cause imbalances so you could either have them recruited from an upgraded goblin cave OR you could simply give regular Moria screechers a spear upgrade (kinda like the Dunedain rangers). The upgrade is purchased from an upgraded cave and does not really turn the goblin screechers into proper spearmen, it just gives them a damage/reach or trample resistance bonus.
What do you think?
Minor problem with RenX
07 September 2020 - 03:24 PM
Usually when pressing the right click button on RenX it opens a menu with options. This was the case until yesterday, but it no longer works. Now nothing happens when I click it. Any ideas?
Problem with new horde
07 September 2020 - 01:39 PM
After succeeding with adding a new goblin spearmen unit, I thought I'd add a new miner unit for the Dwarves that could be produced from the mine shaft. Problem is this time, the unit does not come out in a horde but breaks up into individual soldiers as soon as it spawns. I take it this is a problem with my hordes.ini and not the fact that I use the mine shaft as their spawning building? Anyway here is the code. I pretty much just copied the Guardian entry:
;//------------------------------------------------------------------------------ Object DwarvenMinerHorde ; This is required for garrisoned objects - please put in all objects. ButtonImage = BDFortress_Porter SelectPortrait = UPDwarvenMiner Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY SELECTED DefaultModelConditionState Model = None ;InvisHrdeTmp5x2 End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeMarkEUDFG End End Side = Dwarves EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:HordeDwarvenMiner DisplayNameStrategic = CONTROLBAR:LW_Unit_DwarvenMinerHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_DwarvenMinerHorde WeaponSet Conditions = None Weapon = PRIMARY NormalMeleeHordeRangefinder End ; *** AUDIO Parameters ***; ; Note: Don't put voice parameters here -- they will be ignored. Voice play requests ; are always passed through to members #include "..\..\..\includes\StandardHordeEvaEvents.inc" UnitSpecificSounds VoiceDesperateAttack = GondorSoldierVoiceDesperateCharge End BuildCost = DWARVEN_GUARDIAN_BUILDCOST BuildTime = 1 VisionRange = DWARVEN_GUARDIAN_HORDE_VISION_RANGE ShroudClearingRange = DWARVEN_GUARDIAN_SHROUD_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CommandPoints = 60 ;;,;; 70 ; originally 60 FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2. FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2. CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 1 CrushOnlyWhileCharging = YES ; // the guardian is only supposed to crush during his special charge ability MinCrushVelocityPercent = 50% ; Has to be moving at least xx% of full speed CrushDecelerationPercent = 90% ; Lose xx% max velocity when crushing -- thus they only crush 1 row of infantry CrushKnockback = 40 ; how hard we knock back crushed units. CrushZFactor = 1.0 ; How much we knock upwards. TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE NOTIFY_OF_PREATTACK ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND ;;UNATTACKABLE ThreatLevel = DWARVEN_GUARDIAN_HORDE_THREAT ThreatBreakdown DwarvenGuardianHorde_DetailedThreat AIKindOf = INFANTRY End Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = FighterHorde End Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 MaxCowerTime = 5000 MinCowerTime = 3000 CanAttackWhileContained = Yes ; Can fire out of garrisoned building AILuaEventsList = InfantryFunctions ; AttackPriority = AttackPriority_Infantry End Behavior = HordeContain ModuleTag_HordeContain FrontAngle = 270 FlankedDelay = GENERAL_UNIT_FLANKED_DELAY ;,; 2000 ObjectStatusOfContained = InitialPayload = DwarvenMiner 10 ;15 Slots = 10 ;15 PassengerFilter = NONE +INFANTRY ShowPips = No ThisFormationIsTheMainFormation = Yes ;//Used to determine which armorset to use (and anything else we want!) RandomOffset = X:0 Y:0 MeleeBehavior = Amoeba End ; Banner Carrier info BannerCarriersAllowed = DwarvenBanner ;// types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:DwarvenMiner Pos:X:70.0 Y:0.0 ;// (DEFAULT) position of banner carrier RankInfo = RankNumber:1 UnitType:DwarvenMiner Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40 RankInfo = RankNumber:2 UnitType:DwarvenMiner Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4 ; RankInfo = RankNumber:3 UnitType:DwarvenMiner Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4 ;// Positions for 5 RanksToReleaseWhenAttacking = 1 2 ;;,;; 1 MeleeAttackLeashDistance = 50 ;;,;; 25 ;// How far the hordes can move from the center of the horde when melee attacking. BackUpMinDelayTime = 1 ;// The minimum amount of time to delay before backing up BackUpMaxDelayTime = 3000 ;// The maximum amount of time to delay before backing up BackUpMinDistance = 1 ;// The minimum number of cells to backup BackUpMaxDistance = 3 ;// The maximum number of cells to backup BackupPercentage = 80% ;// The amount of chance that a unit will back up. End Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End Behavior = CommandButtonHuntUpdate ModuleTag_CommandButtonHuntUpdate End Behavior = HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan ScanWidth = 60.0 ; A little less than the width of the horde (which is 2 * 35 = 70) End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS ; max distance to taunted/pointed objet TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds) TauntAndPointExcluded = NONE AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER PointAt = EMOTION_POINTAT_OBJECTFILTER HeroScanDistance = 150 FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS AddEmotion = Terror_Base AddEmotion = Doom_Base AddEmotion = BraceForBeingCrushed_Base AddEmotion = UncontrollableFear_Base AddEmotion = FearIdle_Base AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base AddEmotion = HeroCheerIdle_Base AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base AddEmotion = CheerForAboutToCrush_Base End LocomotorSet Locomotor = NormalChargeMeleeHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_SLOW_HORDE_SPEED End LocomotorSet Locomotor = ScaredMeleeHordeLocomotor Condition = SET_SCARED Speed = NORMAL_FOOT_SLOW_HORDE_SPEED End Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End ;;; NEW DWARVEN CHARGE ABILITY ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ChargeUnpause SpecialPowerTemplate = SpecialAbilityDwarvenCharge TriggeredBy = Upgrade_ObjectLevel2 End Behavior = SpecialPowerModule ModuleTag_ChargeStarter SpecialPowerTemplate = SpecialAbilityDwarvenCharge UpdateModuleStartsAttack = Yes StartsPaused = Yes End #include "..\..\..\includes\DwarvenChargeUpdate.inc" CommandSet = DwarvenMinerHordeCommandSet ;,; 2.02 upgrade tiers: all tier-specific upgrade simply trigger the old one Behavior = AttributeModifierUpgrade ModuleTag_UpgradeTriggerBlades TriggeredBy = PERSONAL_FORGED_BLADES_TIERS_LIST AttributeModifier = Modifier_DwarvenForgedBlades End Behavior = AttributeModifierUpgrade ModuleTag_UpgradeTriggerArmor TriggeredBy = PERSONAL_HEAVY_ARMOR_TIERS_UPGRADE_LIST AttributeModifier = Modifier_DwarvenMithrilMail End Behavior = AttributeModifierUpgrade ModuleTag_UpgradeTriggerTierBlades TriggeredBy = Upgrade_DwarvenForgedBlades AttributeModifier = Modifier_TieredBlades End Behavior = AttributeModifierUpgrade ModuleTag_UpgradeTriggerTierArmor TriggeredBy = Upgrade_DwarvenMithrilMail AttributeModifier = Modifier_TieredArmor End ; ; (;;,;;) Behavior = CommandSetUpgrade ModuleTag_DwarvenGuardianHordeBladesCommandSet TriggeredBy = Upgrade_DwarvenForgedBlades ConflictsWith = Upgrade_DwarvenSiegeHammer CommandSet = DwarvenGuardianHordeBladesCommandSet End ///////////////////// // AISpecialPowers ///////////////////// Behavior = AISpecialPowerUpdate DwarvenGuardianHordeCaptureBuildingAI CommandButtonName = Command_CaptureBuilding SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End Behavior = AISpecialPowerUpdate DwarfGuardianCharge CommandButtonName = Command_DwarvenGuardianChargeAttack SpecialPowerAIType = AI_SPECIAL_POWER_CHARGE End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 50.0 GeometryHeight = 20.0 GeometryIsSmall = No ; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Soldier AutoResolveCombatChain = AutoResolve_SoldierCombatChain AutoResolveBody = AutoResolve_DwarvenGuardianHordeBody AutoResolveArmor RequiredUpgrades = Upgrade_DwarvenMithrilMail Armor = AutoResolve_DwarvenGuardianHeavyArmor End AutoResolveArmor ExcludedUpgrades = Upgrade_DwarvenMithrilMail Armor = AutoResolve_DwarvenGuardianArmor End AutoResolveWeapon RequiredUpgrades = Upgrade_DwarvenForgedBlades Weapon = AutoResolve_DwarvenGuardianUpgradedWeapon End AutoResolveWeapon ExcludedUpgrades = Upgrade_DwarvenForgedBlades Weapon = AutoResolve_DwarvenGuardianWeapon End WorldMapArmoryUpgradesAllowed = Upgrade_DwarvenBasicTraining Upgrade_DwarvenForgedBlades Upgrade_DwarvenMithrilMail End ;
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