Modding Union
[en] - Modding Corner => General Modding Questions => Thema gestartet von: KingThranduil am 18. Apr 2013, 17:34
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How to add Arnor in Edain Mod 3.8.1?
I add it thus: in data\ini\playertemplate.ini I change "No" on "Yes".
(http://i5.pixs.ru/storage/3/6/2/Dwm2013041_8510077_7748362.jpg)
And as a result I get the following:
(http://i5.pixs.ru/storage/3/6/6/game201304_4343429_7748366.jpg)
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(http://i5.pixs.ru/storage/3/6/7/game201304_7136885_7748367.jpg)
I want such Arnor, as in the map "Rhudaur".
(http://i5.pixs.ru/storage/3/6/5/game201304_5663770_7748365.jpg)
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(http://i5.pixs.ru/storage/3/6/3/game201304_4737941_7748363.jpg)
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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.^^
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I do not know how to do it.
Can you tell me how to do it?
What codes where to insert.
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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
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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.
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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... ;)
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Please tell me how can I add Arnor. Help me please. I really want to.
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I'd like to know if the game actually can differentiate between different types of armor.
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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.^^
...
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whoops. I cannot read!
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Added Arnor faction, and when grab a tavern, flag isn't hanging. What to do? How to add it?
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When choosing Arnor for the AI, the game crashed.
How to fix?