Jump to content


Telcontar

Member Since 14 Jul 2012
Offline Last Active Private

Posts I've Made

In Topic: increase command point limit in official maps

15 December 2012 - 04:38 PM

You may be able to change the production of units by changing the base, as acidRain recommends. This is controlled in the .big file Bases. Inside there are .bse files which control what the AI builds. You can open them with Worldbuilder, though I've never tried to change them.
But I'm not sure this would solve your problem, I think the AI would just build less, as in skirmishaidata.ini there are some percentages about how much cp the AI should spend in each unit in each phase of the game.

(The sky has fallen)

In Topic: [SOLVED] Bounty value, Threat level and experience

15 December 2012 - 04:20 PM

Confirmed. I changed the experience award of a good porter from 10 to 10000, and then killed one. I inmediatly reached max. light points without damaging anything else.

(The sky has fallen)

In Topic: Certain modding questions

15 December 2012 - 01:38 PM

Bali,
I haven't used the Edain mod, but in general you add the heroes in playertemplate.ini, where there is a list of the heroes of each faction.
Commandset.ini is only used to add more generic revive slots where the heroes could spawn. If you have more heroes than slots, you'll be able to recruit them all, but the fortress won't show all the buttons at the same time.
I think the commandset of the fortress is called DwarvenFortressCommandSet, but you would need to modify the commandsets that dwarves use for Erebor, Minas Tirith, Dol Guldur...
I hope I have helped you :)

(The sky has fallen)

In Topic: Which are the most difficult custom maps of rotwk or bfme2?

15 December 2012 - 11:17 AM

In skirmishaidata you have info about what percentage of the army is a unit in each phase.
There are 3 phases (more or less, in the 1st phase they gather resources and build their base, in the 2nd they are still preparing themselves but they also attack and in the 3rd they launch the attack with all their power).
You can use this to make them attack more at the beginning, and you can also increase the max command points (or decrease the cost in command points of each unit) and their resources to make them have more troops.
You will find in this file other things you'll find useful, as "MustUseCommandPointPercentage", which forces the AI to fill a percentage of their command points in each phase with troops.

(The sky has fallen)

EDIT: You can change not only the initial light points, but also the speed at you gain them, in rank.ini

In Topic: Which are the most difficult custom maps of rotwk or bfme2?

13 December 2012 - 07:32 PM

The AI uses the high-level spells when it has enough points. I was working on a Dol Guldur faction some time ago. I wanted to be able to try the new spells quickly, so I made all players begin with all light points. Even normal AIs gave me some frights when I was testing a new spell or hero and found out that the only one enemy AI had casted both top tier spells on my fortress.
You can give spells like Saruman's Speechcraft to the enemy to create more experienced armies and place custom enemies (weak but that give a lot of experience) next to the AI's fortress.
If you always play with the same faction, I think you can give your enemy's faction advantages in playertemplate.ini, but the only one I've worked with is the initial amount of resources.

(The sky has fallen)