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Autor Thema: Arnor in Edain Mod 3.8.1  (Gelesen 9663 mal)

KingThranduil

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Arnor in Edain Mod 3.8.1
« am: 18. Apr 2013, 17:34 »
How to add Arnor in Edain Mod 3.8.1?

I add it thus: in data\ini\playertemplate.ini I change "No" on "Yes".



And as a result I get the following:


--------------------


I want such Arnor,  as in the map "Rhudaur".


--------------------

Gnomi

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Re:Arnor in Edain Mod 3.8.1
« Antwort #1 am: 18. Apr 2013, 17:57 »
Then you have also to change the spellbook in the playertemplate, the starting units and the buildable heros.
You just have activated a faction which isn't used in the mod. Our arnor has nothing to do with this code, it's just a change of the gondor faction via map.inis.^^

KingThranduil

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Re:Arnor in Edain Mod 3.8.1
« Antwort #2 am: 18. Apr 2013, 18:18 »
I do not know how to do it.

Can you tell me how to do it?

What codes where to insert.

Sturmkronne

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Re:Arnor in Edain Mod 3.8.1
« Antwort #3 am: 18. Apr 2013, 21:33 »
you will get help, dont become impatient. I think it takes time to find something like that out, and the Modder has a real live, so calm down :D
"And who, are you", the proud Lord said?
Borin ist in Aldburg
Elune ist in Linhir

Lostir

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Re:Arnor in Edain Mod 3.8.1
« Antwort #4 am: 18. Apr 2013, 23:42 »
I'm not a modder, but I will try my best.
I would try to change the playertemplate of the menfaction in this way.
PlayerTemplate FactionMen
    Side              = Men
    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         = ArnorPorter
    StartingUnitOffset1     = X:30 Y:200 Z:0
    StartingUnit0         = ArnorPorter
    StartingUnitOffset0     = X:1 Y:130 Z:0
    
    StartingUnitTacticalWOTR    = ArnorPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
    StartingUnitTacticalWOTR    = ArnorPorter
    IntrinsicSciences        = SCIENCE_GOOD
    IntrinsicSciencesMP         = SCIENCE_ARNOR
    SpellBook            = GoodSpellBook
    SpellBookMp            = ArnorSpellBook ;;MenSpellBook
    PurchaseScienceCommandSet    = GoodSpellStoreCommandSet
    PurchaseScienceCommandSetMP    = ArnorSpellStoreCommandSet ;;MenSpellStoreCommandSet
    DisplayName            = INI:FactionArnor
    DefaultPlayerAIType        = MenSkirmishAI
    BeaconName            = MultiplayerBeacon
    LightPointsUpSound        = GondorLightPointsUp
    ObjectiveAddedSound        = Gui_MissionObjectiveNew
    ObjectiveCompletedSound        = Gui_MissionObjectiveCompleted
    InitialUpgrades            = Upgrade_MenFaction Upgrade_AllFactionUpgrade Upgrade_ArnorFaction

    // 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           = CreateAHeroDummy ArnorAraphant ArnorAranarth GondorArvedui GondorEarnur ImladrisGlorfindel_forArnor GasthausPalando GasthausAlatar LothlorienCirdan GondorGandalf_mod_forFornost ArnorCaptainStealthless_mod ;ArnorBandobras
    BuildableRingHeroesMP        = RingHeroDummy
    SpellStoreCurrentPowerLabel     = APT:SpellStoreCurrentEvenstarPower
    SpellStoreMaximumPowerLabel     = APT:SpellStoreMaximumEvenstarPower
    ResourceModifierObjectFilter     = RESOURCE_MODIFIER_OBJECT_FILTER
    ResourceModifierValues        = 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
    MultiSelectionPortrait        = UPArnor_Army
    LoadScreenMusic                = Shell2MusicForLoadScreenGondor ;Shell2MusicForLoadScreen
End

I'm not sure at all, if this will work, but it might.
« Letzte Änderung: 18. Apr 2013, 23:51 von Lostir »

Gnomi

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Re:Arnor in Edain Mod 3.8.1
« Antwort #5 am: 18. Apr 2013, 23:53 »
That should work. I don't have tehe possibility to look in my game, that's why I haven't posted anything.
And @ kingthranduil:
This is no chat. So stop spamming such comments, we won't answer faster when you spam "I'm waiting"
We're doing this in our free time and have other things to do, too.
And 90% of your questions could be answered if you would have just used google and then just followed the instructions of the tutorials... ;)

KingThranduil

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Re:Arnor in Edain Mod 3.8.1
« Antwort #6 am: 3. Mai 2013, 20:11 »
Please tell me how can I add Arnor. Help me please. I really want to.

Dark_Ansem

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Re:Arnor in Edain Mod 3.8.1
« Antwort #7 am: 17. Aug 2013, 23:30 »
I'd like to know if the game actually can differentiate between different types of armor.

Gnomi

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Re:Arnor in Edain Mod 3.8.1
« Antwort #8 am: 18. Aug 2013, 13:37 »
It doesn't fit in this topic, as this is about the faction arnor and not armor. :P
But yes, we are already using about 10-15 different types of armor.
F.e.:
slash = dealt by swordsmen
specialist = dealt by pikemen
pierce = dealt by archers
knight = dealt by knights
crush = dealt when crushing enemies with knights/ents
siege = dealt by siege weapons
and so on.^^
...

Dark_Ansem

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Re:Arnor in Edain Mod 3.8.1
« Antwort #9 am: 18. Aug 2013, 18:55 »
whoops. I cannot read!

KingThranduil

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Re:Arnor in Edain Mod 3.8.1
« Antwort #10 am: 8. Sep 2013, 08:01 »
Added Arnor faction, and when grab a tavern, flag isn't hanging. What to do? How to add it?

KingThranduil

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Re:Arnor in Edain Mod 3.8.1
« Antwort #11 am: 13. Sep 2013, 19:33 »
When choosing ​​Arnor for the AI, the game crashed.

How to fix?