- Revora Forums
- → Viewing Profile: Posts: LordMaulir
LordMaulir
Member Since 19 Oct 2005Offline Last Active Apr 06 2006 12:18 AM
Community Stats
- Group Members
- Active Posts 13
- Profile Views 2,063
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Not Telling
User Tools
Posts I've Made
In Topic: War Of The Ring Question
06 April 2006 - 12:05 AM
In all my modding of WotR, I have yet to see a good location for adding new teams, that and the fact that the game will crash if five armies from the same team invade a single teritory (a much simpiler change) leads me to belive that adding another team is impossible without re-coding game.dat
however i am not entirely sure
In Topic: wotr problem
01 April 2006 - 07:14 PM
DisallowStartInRegions = Arnor Buckland Celduin Dagorlad Dol_Guldur Dunland Fangorn Forlindon Gap_Of_Rohan Gondor Grey_Havens Harad Harlindon Helms_Deep High_Pass Ithilien Minhiriath Mirkwood Mordor Osgiliath Redhorn_Pass Rhun Rivendell Rohan The_Black_Gate The_Dead_Marshes The_Shire Tower_Hills Cair_Andros Enedwaith Ettenmoors Iron_Hills Lothlorien Mount_Doom DefaultStartSpots = Lothlorien Dagorlad Minas_Tirith Minas_Morgul Isengard Iron_Hills
Removing Lothlorien and Dagorlad from the "DisallowStartInRegions" allows for a player to start in those regions thus giving all the six starting areas you coded for
An interesting aside:
Before I noticed the problem listed above, I played around with some other things and I found out an interesting "glitch" in the game
Even though in the livingworldtutorialregions.inc the region of Lothlorien was listed as
;//////////////////////////// ;// Lothlorien ;//////////////////////////// Region Lothlorien DisplayName = LW:DisplayNameLothlorien ConqueredNotice = APT:LivingWorldRegionTakenNotice MapName = "MAP WOR Lorien" ;MovieNameFirstTime = Good_Lothlorien_Intro ;MovieNameRepeat = Good_Lothlorien_Intro SkirmishStillImage = WOR_Lorien_Loadscreen ;SkirmishVoiceTrack = GoodIntroIsengard1 SkirmishMusicTrack = Shell2Music SubObject = Lothlorien RegionPortrait = LWPLorien
and other WotR scenarios have it listed as Lothlorien, when I changed the name from "Lothlorien"
to "Lorien" I was able to start in Lothlorien
However all the other regions coded for this player to have did not appear with LothlorienOwnershipSet Regions = Arnor Buckland Ettenmoors Rivendell The_Shire Tower_Hills Grey_Havens Harlindon Fangorn Lorien Mirkwood StartRegion = Lorien SpawnArmies Armies = HeroArmy1 HeroArmy2 HeroArmy3 GarrisonArmy1 Region = Lorien End End
In Topic: War of the Ring Mod
15 March 2006 - 12:21 AM
I meant to say on every game with any sort of mod or changes --or something like thatNoOr, in other words, can I just create a file like that with the changed ini and will it work everywhere, or does the .big file have to have more?
In Topic: Modding War of the Ring mode
14 March 2006 - 10:16 PM
you have said that you want to:
so far i have done the last section, increasing all units created to be (at least) two batallions in RTS mode and a few other changes to the WotR mode- Eliminate builders in battles.
- Strip buildings such as fortresses of the ability to train builders.
- Have battalions built in the strategic map represent more than one battalion in the actual battle. For example, have lowly soldier (Orc Hordes, Gondor Soldiers, Dwarven Guardians, etc.) strategic units represent three real battalions, cavalry represent two and elite units (such as Ithilien Rangers and Rohirrim Cavalry) represent one.
and i believe i have figured out how to remove the other two points that you have said, however my method would make it imposible to create anything in game in other modes like skirmish, multiplayer, etc however i have not tested it out yet (i have not had the time to do so yet)
Question: would you like to work together on a mod for WotR or at least swap ideas and sugestions with each other?
PS you can see what i have tried to do here
In Topic: War of the Ring Mod
13 March 2006 - 01:37 PM
However, since this will remove buildable units from all modes, skirmish, multiplayer, etc, how does one create a .big file to mod the game from the My Battle for Middle Earth 2 folder without having to uninstall and reinstall the mod?
I was looking at the Rise of Rome mod .big file and was wondering, do all you need is the changed files and an icon pointing to the .big file?
Or, in other words, can I just create a file like that with the changed ini and will it work everywhere, or does the .big file have to have more?
Also, if you mod this way, can you still play the game without the mod, or is that impossible?
thanks
PS if there's a tutorial for this and i missed it, go ahead and yell
- Revora Forums
- → Viewing Profile: Posts: LordMaulir
- Privacy Policy
- Forum Guidelines ·