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Armor and Armor Sets

Tutorial for Battle for Middle-earth BFME, Battle for Middle-earth II BFME 2

Avatar of Hostile

Hostile

Category: Code
Level: Beginner
Created: Monday March 26, 2007 - 11:32
Updated: Monday March 26, 2007 - 12:08
Views: 9773
Summary: What does armor do and how do you edit it

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4 votes

Adding A New Unit - Armor

Written by: Hostile

This is a rather short tutorial describing how the armor.ini works. There are a number of differant damage types and each armor has a defense level set in percentage based on these differant DAMAGE types. Opening the armor.ini file will actually list the DAMAGE types avaliable ingame. Set your armor to defend against these based on the DAMAGE types. Notice this is not a complete list as below you can see damage types such as SPECIALIST and HERO. It's just for reference.

              
Quote
"FORCE", Formless force, like shockwave
"CRUSH", Blunt and heavy hit; "SLASH", sharp and slicey hit
"PIERCE", pointy and pokey hit
"SIEGE", Siege weapons get their own thing
"FLAME", Burning
"HEALING", Special use healing
"UNRESISTABLE", Special use system damage
"WATER", Falling in water
"PENALTY", Special use system damage
"FALLING", Falling far and hitting ground
"TOPPLING", Trees


These are copied right from the introduction in the armor.ini. I'm not sure if negative numbers are allowed but worth trying I assume. let's take a look at one listing.

              
Code
Armor SoldierHeavyArmor
Armor = DEFAULT 40% ;50% ;this sets the level for all nonspecified damage types
Armor = CRUSH 50% ;100% ;horseman damage
Armor = SLASH 40% ;50% ;soldier damage
Armor = PIERCE 20% ;10% ;archer damage - since archers shoot so much, soldiers need to be extra tough to get in on them.
Armor = FLAME 0% ;25% ;
Armor = MAGIC 100%
Armor = HERO 50%
Armor = SIEGE 100%
Armor = HERO_RANGED 50%
End


Let's say I want to make a new unit made from rock. Like a Rock Elemental. I'd figure he would be practically invincible to CRUSH damage. So we could make him 10%. SLASHING him would be useless. So Slashing would be 5%. PIERCEing a rock would be like lighting one on fire so 10%. But to balance him we should make him suseptible to MAGIC 300%. Heroes should be more effective than normal 125%. SIEGE weapons should be down right devastating 300%. Try to balance your units so it can be defeated within reason.

Armor upgrades will change these numbers. Keep that in mind when setting up your values. Notice the differance between normal armor and heavy armor.

              
Code
Armor SoldierArmor
Armor = DEFAULT 100% ;this sets the level for all nonspecified damage types
Armor = CRUSH 200% ;horseman damage
Armor = SLASH 100% ;soldier damage
Armor = PIERCE 50% ;archer damage - since archers shoot so much, soldiers need to be extra tough to get in on them.
Armor = FLAME 30% ;50% ;
Armor = SPECIALIST 50%
End

Armor SoldierHeavyArmor
Armor = DEFAULT 40% ;50% ;this sets the level for all nonspecified damage types
Armor = CRUSH 50% ;100% ;horseman damage
Armor = SLASH 40% ;50% ;soldier damage
Armor = PIERCE 20% ;10% ;archer damage - since archers shoot so much, soldiers need to be extra tough to get in on them.
Armor = FLAME 0% ;25% ;
Armor = MAGIC 100%
Armor = HERO 50%
Armor = SIEGE 100%
Armor = HERO_RANGED 50%
End


Try to be creative and give your units a strong defense against some types and make them vulnerable to others.

I hope this answers a few questions regarding the armor code for your new unit. Any further questions about this tutorial can be answered by coming to our forums.

Comments

Display order: Newest first

Ridder Blauw - Wednesday June 18, 2008 - 23:01

Your tutorial helpt alot, because I did not have to ask my brother everything.

Ridder Geel (Staff) - Monday June 9, 2008 - 16:15

Nice tutorial, I already figured that stuff on my own, but never the less this tutorial is great for people new to coding!

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