MaxSimultaneousOfType = 4
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:
#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?#define GENERIC_ECONOMY_COMMAND_POINT_BONUS 30
The second(+30) and third(+20) level farm provides additional command points, where to find them?
Which lines changed to give more resources to the farm?
You only have to change this value.Code: [Auswählen]#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.Code: [Auswählen]#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...Code: [Auswählen]#define GENERIC_ECONOMY_COMMAND_POINT_BONUS 30
CommandButton Command_PorterConstructMordorSlaughterHouse
Command = DOZER_CONSTRUCT
Object = MordorSlaughterHouse
TextLabel = CONTROLBAR:ConstructSlaughterHouse
ButtonImage = BCSlaughterHouse
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipFurnace
Radial = Yes
End
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
CommandSet MordorPorterCommandSet_AI
1 = Command_Stop
2 = Command_PorterExtinguishFire
3 = Command_Repair
4 = Command_PorterConstructMordorSlaughterHouse
5 = Command_PorterConstructMordorLumberMill
6 = Command_PorterConstructMordorOrcPit
7 = Command_PorterConstructMordorTrollCage
;8 = Command_PorterConstructMordorArmory
9 = Command_PorterConstructMordorSiegeWorks
10 = Command_PorterconstructMordorBattleTower
;11 = Command_PorterConstructBaraddur
12 = Command_PorterConstructMordorFortress
13 = Command_ConstructEvilmenStatue
14 = Command_ConstructEvilmenTower
15 = Command_PorterConstructMordorHaradrimPalace
16 = Command_PorterConstructEvilMenEasterlingBarracks ;;;Command_PorterConstructMordorStall
17 = Command_PorterConstructMumakilPen
18 = Command_PorterConstructDolguldurOpfer
19 = Command_PorterConstructDolguldurWallHub
20 = Command_PorterConstructMinasMorgulFortress
21 = Command_PorterConstructMordorDolGoldurPrisonForAI
22 = Command_PorterConstructMordorCirithUngolPrison_ForAI
23 = Command_PorterConstructMinasMorgulKatakombenForAI
24 = Command_PorterconstructMordorCirithTowerForAI
End
13 = Command_ConstructEvilmenStatue
14 = Command_ConstructEvilmenTower
15 = Command_PorterConstructMordorHaradrimPalace
16 = Command_PorterConstructEvilMenEasterlingBarracks ;;;Command_PorterConstructMordorStall
17 = Command_PorterConstructMumakilPen
Why builder of Mordor, don't build a building of Evil Men?Because you have given the builder of the AI the commandbuttons.
CommandSet MordorPorterCommandSet
CommandSet MordorPorterCommandSet_AI
1 = Command_Stop
2 = Command_PorterExtinguishFire
3 = Command_Repair
4 = Command_PorterConstructMordorSlaughterHouse
5 = Command_PorterConstructMordorLumberMill
6 = Command_PorterConstructMordorOrcPit
7 = Command_PorterConstructMordorTrollCage
;8 = Command_PorterConstructMordorArmory
9 = Command_PorterConstructMordorSiegeWorks
10 = Command_PorterconstructMordorBattleTower
;11 = Command_PorterConstructBaraddur
12 = Command_PorterConstructMordorFortress
13 = Command_ConstructEvilmenStatue
14 = Command_ConstructEvilmenTower
15 = Command_PorterConstructMordorHaradrimPalace
16 = Command_PorterConstructEvilMenEasterlingBarracks ;;;Command_PorterConstructMordorStall
17 = Command_PorterConstructMumakilPen
18 = Command_PorterConstructDolguldurOpfer
19 = Command_PorterConstructDolguldurWallHub
20 = Command_PorterConstructMinasMorgulFortress
21 = Command_PorterConstructMordorDolGoldurPrisonForAI
22 = Command_PorterConstructMordorCirithUngolPrison_ForAI
23 = Command_PorterConstructMinasMorgulKatakombenForAI
24 = Command_PorterconstructMordorCirithTowerForAI
End
Why builder of Mordor, don't build a building of Evil Men?Do you mean why you cann't build a building or why the porter of the AI don't build a building of the Evil Men?
Which sections I need for the addition Arnor?Open the Playertemplate.ini
PlayerTemplate FactionArnor
Side = Arnor
PlayableSide = No
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
StartingUnit1 = MenPorter
StartingUnitOffset1 = X:30 Y:200 Z:0
StartingUnit0 = MenPorter
StartingUnitOffset0 = X:1 Y:130 Z:0
StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
StartingUnitTacticalWOTR = MenPorter
[...]
End
Change PlayableSide from No into YesIf you want that the AI can build a building of Evil Men you have to change his commandset, what you have already done and you have to open the base of mordor, which is named ai base - mordor.bse, in the edainmaps.big with worldbuilder.
================================================================================
EXCEPTION_ACCESS_VIOLATION:
The thread tried to read from or write to a virtual
address for which it does not have the appropriate access.
Access address 0x00000001 was read from.
Exception occured at
7c342829 MSVCR71.dll+0x2829, strchr+0x18.
Version: internal
EAX:0x00003a00 EBX:0x0000003a ECX:0x00000001
EDX:0x00000001 ESI:0x041d0768 EDI:0x022a9830
EIP:0x7c342829 ESP:0x0012a80c EBP:0x0012b0cc
Flags:%00000000000000010000001000000010
CS:0x001b DS:0x0023 SS:0x0023
ES:0x0023 FS:0x003b GS:0x0000
CW:%0000000001111111
SW:%0000000000000000
TW:%1111111111111111
ErrOfs: 0x006d470b ErrSel: 0x0000001b
DataOfs: 0x0436da94 DataSel: 0x00000023
Cr0NpxState: 0x00000000
ST(0) 00000000000000000000 0.000000
ST(1) 00000000000000000000 0.000000
ST(2) 00000000000000000000 0.000000
ST(3) 00000000000000000000 0.000000
ST(4) 00000000000000000000 0.000000
ST(5) 00000000000000000000 0.000000
ST(6) 00000000000000000000 0.000000
ST(7) 0000000000000080ff3f 1.000000
7 addresses:
(unknown)(0): MSVCR71.dll+10281 strchr+24
(unknown)(0): Worldbuilder.exe+8340184 GameClientRandomVariable::getValue+327864
(unknown)(0): Worldbuilder.exe+8336460 GameClientRandomVariable::getValue+324140
(unknown)(0): Worldbuilder.exe+6780034 FXParticleSystem::CategoryModuleTemplate<6>::operator=+2600418
(unknown)(0): Worldbuilder.exe+32287476 FXParticleSystem::CategoryModuleClass<8>::s_first+3280
(unknown)(0): Worldbuilder.exe+27241 FXParticleSystem::EventModuleInfo::operator=+35
(0): (unknown mod) (unknown)
Bytes around EIP:
7c342809 24 04 c3 8d 42 ff 5b c3 33 c0 8a 44 24 08 53 8b $.ÃBÿ[Ã3ÀŠD$.S‹
7c342819 d8 c1 e0 08 8b 54 24 08 f7 c2 03 00 00 00 74 15 ØÁà.‹T$.÷Â....t.
7c342829 8a 0a 83 c2 01 3a cb 74 da 84 c9 74 51 f7 c2 03 Š.ƒÂ.:ËtÚ„ÉtQ÷Â.
7c342839 00 00 00 75 eb 0b d8 57 8b c3 c1 e3 10 56 0b d8 ...uë.ØW‹ÃÁã.V.Ø
7c342849 8b 0a bf ff fe fe 7e 8b c1 8b f7 33 cb 03 f0 03 ‹.¿ÿþþ~‹Á‹÷3Ë.ð.
Open the Playertemplate.iniCode: [Auswählen]PlayerTemplate FactionArnor
Change PlayableSide from No into Yes
Side = Arnor
PlayableSide = No
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
StartingUnit1 = MenPorter
StartingUnitOffset1 = X:30 Y:200 Z:0
StartingUnit0 = MenPorter
StartingUnitOffset0 = X:1 Y:130 Z:0
StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
StartingUnitTacticalWOTR = MenPorter
[...]
End
Change StartingBuilding from MenFortress into ArnorFortress
Change MenPorter into ArnorPorter