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Stefanelo93

Member Since 26 Oct 2018
Offline Last Active Nov 15 2019 03:04 PM

Posts I've Made

In Topic: BFME2 remove catapults/ballistas

28 April 2019 - 04:09 PM

Yeah I tried all of the instructions that you fellas gave, but I simply cannot make rotwk work.

I did it with BFME 1 but with this I simply give up.

I spent months attempting to mod it to make AI stop using ballistas and catapults but it doesn't work.

The biggest thing I done is to make them not use it on some maps where you start with camps and castles like Helm's deep, but generally it doesn't work.

I give up.

If there is someone patient and willful enough to help me the only way is to make contact with me on skype and use TeamViewer because it shouldn't take long.

My skype name is stefan.misic9 (Stefan Misic) ...

Thank you!


In Topic: BFME2 remove catapults/ballistas

27 April 2019 - 06:04 PM

Have you tried asking on the Edain forums? (Are they still active?) We would love to help you here but the problem is we don't know how Edain has their code structured, so we can't really direct you to the proper place to make changes.

 

Look and see if Edain has an active forum, and try asking there.

 

 

If you can't find the answer by asking them, the wisest thing to do would be to learn what we are trying to explain, take that knowledge and then try to comb through Edain to see if you can resolve the matter on your own.

 

A quick crash course on modding:

 

EA compiles the massive amount of files into large files with the .big extension, the names of the files will give you an indication of what they contain. ini.big contains all the written code that the game uses. This .big file CAN be edited directly but within it is the ENTIRETY of the code in one massive file. This is messy and easy to get lost and cause crashes.

 

You should make your own mod. Make a folder, use FinalBIG to open and extract the contents of ini.big into your new folder. You'll see a directory like so '(your folder)\data\ini' and inside will now be individual .ini files separated instead of everything contained in the ini.big file. These individual .ini files can be edited.

 

When you make changes that you're interested in (a good first step is changing starting cash in playertemplate.ini) you can open FinalBIG again, and with it blank you can drag/drop the DATA folder that is in your new mod folder into FinalBIG, then save the file from FinalBIG to a new .big file "yourmod.big"

 

Navigate to your "My Battle for Middle-earth files" (or II or ROTWK), an example of where mine is located: "C:\Users\(my name)\AppData\Roaming\My The Lord of the Rings, The Rise of the Witch-king Files".

 

Place "yourmod.big" in this folder.

 

Copy your default game shortcut which you would normally use to launch the game. Paste a copy of it. Right click on the copy and go to Properties. In the TARGET line, you add -mod "yourmod.big" at the end of it. Here is an example of mine: "C:\Program Files (x86)\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\lotrbfme2ep1.exe" -mod "ProjectUndeadViking.big"

 

Hit OK and then launch the game using this new shortcut. If you did it correctly, your changes should appear in game.

 

...I tried everything..I simply can't make it work.

I give up, if you want to help me via the Teamviewer if you have the time that is the only way to do it.Thanks


In Topic: BFME2 remove catapults/ballistas

09 February 2019 - 01:10 PM

Have you tried asking on the Edain forums? (Are they still active?) We would love to help you here but the problem is we don't know how Edain has their code structured, so we can't really direct you to the proper place to make changes.

 

Look and see if Edain has an active forum, and try asking there.

 

 

If you can't find the answer by asking them, the wisest thing to do would be to learn what we are trying to explain, take that knowledge and then try to comb through Edain to see if you can resolve the matter on your own.

 

A quick crash course on modding:

 

EA compiles the massive amount of files into large files with the .big extension, the names of the files will give you an indication of what they contain. ini.big contains all the written code that the game uses. This .big file CAN be edited directly but within it is the ENTIRETY of the code in one massive file. This is messy and easy to get lost and cause crashes.

 

You should make your own mod. Make a folder, use FinalBIG to open and extract the contents of ini.big into your new folder. You'll see a directory like so '(your folder)\data\ini' and inside will now be individual .ini files separated instead of everything contained in the ini.big file. These individual .ini files can be edited.

 

When you make changes that you're interested in (a good first step is changing starting cash in playertemplate.ini) you can open FinalBIG again, and with it blank you can drag/drop the DATA folder that is in your new mod folder into FinalBIG, then save the file from FinalBIG to a new .big file "yourmod.big"

 

Navigate to your "My Battle for Middle-earth files" (or II or ROTWK), an example of where mine is located: "C:\Users\(my name)\AppData\Roaming\My The Lord of the Rings, The Rise of the Witch-king Files".

 

Place "yourmod.big" in this folder.

 

Copy your default game shortcut which you would normally use to launch the game. Paste a copy of it. Right click on the copy and go to Properties. In the TARGET line, you add -mod "yourmod.big" at the end of it. Here is an example of mine: "C:\Program Files (x86)\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\lotrbfme2ep1.exe" -mod "ProjectUndeadViking.big"

 

Hit OK and then launch the game using this new shortcut. If you did it correctly, your changes should appear in game.

Unfortunately, no one from Edain team answered my messages.I'm not sayin' that they are dead, but no response for a month means something.

I will try to follow your advice Vileartist, though I am a hopeless knob with such things.

I will give you a heads up if I manage something.

Thanks!


In Topic: BFME2 remove catapults/ballistas

28 January 2019 - 01:47 PM

If you want to remove them because, like me, you hate how early some factions build them and how they take some of the fun out of  game, then I would suggest not removing them but changing how the game uses them.

 

For example:

You could change how late the AI actually builds the structure that creates them (by gingo into the base files and changing the siege structures to Phase 3 with a priority of like 50)

You could change at what level the siege structures have to be before they can build them.

You could increase the cost of them.

You could change how many of them the AI wants to build (by going to skirmishaidate and changing the PercentageOfArmyPhase# in their ArmyMemberDefinition to something like 1.0)

 

If you want more information on these ideas, just ask.

 

 

If you still just want to remove them though, I would personally suggest just commenting out the command buttons from the siege structures command sets. If they can't be bought, the AI (and you) can't use them and it shouldn't cause any problems with the AI.

The thing you'll want to keep in mind is that not all factions use trebuchets, some factions use ents or mumakil as siege weapons as siege and you don't want to unbalance the game.

I require your assistance! ..I play with Edain Mod, but none of this works, can you explain step by step process with Final Big editor or whatever way you do it?

Thans!


In Topic: BFME2 remove catapults/ballistas

24 January 2019 - 03:20 PM

I have no clue, my best guess is their AI is determined elsewhere, this could possibly be done in map scripts, or other places, in which case my ability to help you much more in this matter is gone due to not knowing how Edain did it's AI.

Have you tried contacting someone in the Edain team?

No, but that's my next move.

Thanks for the help.

:)