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Autor Thema: Farms  (Gelesen 12565 mal)

KingThranduil

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Farms
« am: 16. Jun 2013, 10:53 »
How to limit the number of building farms?

Gnomi

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Re:Farms
« Antwort #1 am: 16. Jun 2013, 20:55 »
Just look at the limited units. There is a line saying "MaxUnits" or something like that.

KingThranduil

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Re:Farms
« Antwort #2 am: 16. Jun 2013, 21:04 »
I want to limit the number of farms. Not command points

Radagast der Musikalische

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Re:Farms
« Antwort #3 am: 16. Jun 2013, 21:30 »
MaxSimultaneousOfType = 4
Add this entry to the ini of the farms, adjust the value and it should work. ;)

KingThranduil

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Re:Farms
« Antwort #4 am: 16. Jun 2013, 22:16 »
Where is it located?

KingThranduil

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Re:Farms
« Antwort #5 am: 17. Jun 2013, 00:31 »
Where is the INI of farm (for example: data\ini\fxlist.ini)? In the __edain_data?

Radagast der Musikalische

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Re:Farms
« Antwort #6 am: 17. Jun 2013, 01:26 »
Where is the INI of farm (for example: data\ini\fxlist.ini)? In the __edain_data?
Because I don't know which farm you want to edit, I'll give you the paths for all economy structures:

Gondor Farm:
data\ini\object\goodfaction\structures\men\farm.ini

Rohan Farm:
data\ini\object\goodfaction\structures\rohan\farm.ini

Imladris Farm:
data\ini\object\goodfaction\structures\imladris\imladrisfarm.ini

Mallorn Tree:
data\ini\object\goodfaction\structures\elven\elvenmallorntree.ini

Dwarven Mineshaft:
data\ini\object\goodfaction\structures\dwarven\dwarvenmineshaft.ini

Mordor Slaughterhouse:
data\ini\object\evilfaction\structures\mordor\mordorslaughterhouse.ini

Isengard Furnace:
data\ini\object\evilfaction\structures\isengard\isengardfurnace.ini

Angmar Mill:
data\ini\object\evilfaction\structures\angmar\angmarmill.ini

Wild Mineshaft:
data\ini\object\evilfaction\structures\wild\wildmineshaft.ini

KingThranduil

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Re:Farms
« Antwort #7 am: 17. Jun 2013, 09:36 »
Thank you Radagast der Musikalische. I need your help: I want to increase command points and extraction resources of ferm.

In data\ini\_gamedata.inc I found
#define GONDOR_FARM_BUILDCOST                250 ;;;300
#define GONDOR_FARM_BUILDTIME                15
#define GONDOR_FARM_HEALTH                2000
#define GONDOR_FARM_HEALTH_DAMAGED            1333
#define GONDOR_FARM_HEALTH_REALLY_DAMAGED        667
#define    GONDOR_FARM_SHROUD_CLEAR            300
#define GONDOR_FARM_MONEY_TIME                 6000
#define GONDOR_FARM_MONEY_AMOUNT               10 ;10
#define GONDOR_FARM_MONEY_RANGE                250 ;300    ; 200

#define    GONDOR_FARM_LVL1_EXP_AWARD             40
#define    GONDOR_FARM_LVL2_EXP_AWARD             50
#define    GONDOR_FARM_LVL3_EXP_AWARD             60
 
#define GONDOR_FARM_LVL2_EXP_NEEDED             750 ;;;1050
#define GONDOR_FARM_LVL3_EXP_NEEDED             3050

#define    GONDOR_FARM_LVL2_HP_ADD                 2500
#define    GONDOR_FARM_LVL3_HP_ADD                 2000
#define    GONDOR_FARM_LVL3_HP_ADD_MOD             3000

#define GONDOR_FARM_LVL2_PRODUCTION            1.5 ;;;1.33
#define GONDOR_FARM_LVL3_PRODUCTION            1.66 ;;;1.25
#define GONDOR_FARM_BOUNTY_VALUE               62

#define AUЯENPOSTEN_LVL2_PRODUCTION            1.5
#define AUЯENPOSTEN_LVL3_PRODUCTION            1.33
Which lines changed to give more resources to the farm?

Command points: In data\ini\_gamedata.inc I found
#define GENERIC_ECONOMY_COMMAND_POINT_BONUS        30The second(+30) and third(+20) level farm provides additional command points, where to find them?

And still it is possible to do without a radius, that they gave 100% of the resources?

Radagast der Musikalische

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Re:Farms
« Antwort #8 am: 17. Jun 2013, 11:43 »


Which lines changed to give more resources to the farm?
You only have to change this value.
#define GONDOR_FARM_MONEY_AMOUNT               10


And still it is possible to do without a radius, that they gave 100% of the resources?
You only have to change this value from 250 to 0.
#define GONDOR_FARM_MONEY_RANGE                250


The second(+30) and third(+20) level farm provides additional command points, where to find them?
I haven't heard anything about a additional command point bonus. As far as I know the farms only give one command point bonus...
#define GENERIC_ECONOMY_COMMAND_POINT_BONUS        30


KingThranduil

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Re:Farms
« Antwort #9 am: 19. Jun 2013, 16:52 »
I have limited the construction of farm.

After the construction of a limited, button lights.


How to make that button is not lighting?
« Letzte Änderung: 19. Jun 2013, 17:41 von KingThranduil »

KingThranduil

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Re:Farms
« Antwort #10 am: 26. Jun 2013, 14:20 »
How to make a builder to build farms of other factions?

For example, a builder of Mordor to build the farm Gondor.

Prinz von Dol Amroth

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Re:Farms
« Antwort #11 am: 26. Jun 2013, 14:38 »
You open the commandset of the builder, open the Commandbutton and there you can change the object or you can give your builder a new Commandbutton.

CommandButton Command_PorterConstructMordorSlaughterHouse
  Command          = DOZER_CONSTRUCT
  Object           = MordorSlaughterHouse
  TextLabel        = CONTROLBAR:ConstructSlaughterHouse
  ButtonImage      = BCSlaughterHouse
  ButtonBorderType = BUILD
  DescriptLabel    = CONTROLBAR:ToolTipFurnace
  Radial           = Yes  
End
« Letzte Änderung: 26. Jun 2013, 14:41 von Prinz von Dol Amroth »
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KingThranduil

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Re:Farms
« Antwort #12 am: 26. Jun 2013, 17:18 »
1) What is needed to fix this farm?



2) How to replace it with a new model?
« Letzte Änderung: 26. Jun 2013, 17:21 von KingThranduil »

KingThranduil

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Re:Farms
« Antwort #13 am: 27. Jun 2013, 23:25 »
How in Isengard builds a buildings without the required furnaces?

Prinz von Dol Amroth

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Re:Farms
« Antwort #14 am: 28. Jun 2013, 13:15 »
Open the Commandset of the IsengardPorter.
Open the Commandbutton of the building, which you want to change.
CommandButton Command_PorterConstructIsengardWargPit
  Command          = DOZER_CONSTRUCT
  Options          = NEED_UPGRADE
  Object           = IsengardWargPit
  TextLabel        = CONTROLBAR:ConstructIsengardWargPit
  ButtonImage      = BIWargPit
  ButtonBorderType = BUILD
  DescriptLabel    = CONTROLBAR:ToolTipIsengardWargPit_Neu
  Radial           = Yes
  NeededUpgrade    = Upgrade_AngmarStructureWitcherBuild
End
There you have to delete the NeededUpgrade and Options line:
CommandButton Command_PorterConstructIsengardWargPit
  Command          = DOZER_CONSTRUCT
  Object           = IsengardWargPit
  TextLabel        = CONTROLBAR:ConstructIsengardWargPit
  ButtonImage      = BIWargPit
  ButtonBorderType = BUILD
  DescriptLabel    = CONTROLBAR:ToolTipIsengardWargPit_Neu
  Radial           = Yes
End
« Letzte Änderung: 28. Jun 2013, 13:20 von Prinz von Dol Amroth »
Ich bin der selbst ernannte Herrscher, oberster Befehlshaber und noch vieles anderes von Dol Amroth
oft in tunngle zu finden