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Adding Morthond Bowmen into a mod

Avatar of robnkarla


Category: Code
Level: Intermediate
Created: Monday July 2, 2007 - 11:35
Updated: Saturday June 27, 2009 - 18:26
Views: 17014
Summary: Guide from start to finish on creating a mod that adds a single unit into the game


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23 votes

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AI for New Units:

All right, this will be a quick walkthrough of how to get the AI to purchase the new units as well as enabling them to get to the a little quicker.

1) Open up the skirmishaidata.ini file in the default folder.

2) Look for:

ArmyDefinition MenOfTheWestArmy

3) Within this area look for:

ArmyMemberDefinition GondorRangerHorde_Member

4) Just below that block for the ranger unit copy and past the ranger block again.

5) Rename GondorRangerHorde_Member to MorthondBowmanHorde_Member

6) Change the unit to MorthondBowmanHorde

Now we get to the %s in the armydefinition. These %s are used as a guideline to the AI on when to build specific units and how many to build. There are basically three phases of the game for the ai:

The duration of these phases are determined in seconds by:

PhaseDuration_Rush = 270.0
PhaseDuration_MidGame = 280.0

So now when we set up the percentages we will take this in mind. For now, I'm going to split up the ranger %s and build more rangers in Phase2 since there is an additional upgrade for the Bowmen, and then 15% each in Phase three.

7) Change the %s, I used:

ArmyMemberDefinition GondorRangerHorde_Member
    Unit = GondorRangerHorde
    PercentageOfArmyPhase1    = 0.0
    PercentageOfArmyPhase2    = 20.0
    PercentageOfArmyPhase3    = 15.0

ArmyMemberDefinition MorthondBowmanHorde_Member
    Unit = MorthondBowmanHorde
    PercentageOfArmyPhase1    = 0.0
    PercentageOfArmyPhase2    = 5.0
    PercentageOfArmyPhase3    = 15.0

Now the AI will build the new unit in game, but if you play you will notice something at this point. In order to build a battalion of the Bowmen, you need to have a level 3 archery range, but the AI just doesn't ever seem to do it or they do it late game.

To remedy this we will do a slight modification. (This is more effective in RotWK than in BFME2 from what I hear)

1) Open the upgrade.ini file and look for:

Upgrade Upgrade_GondorArcheryRangeLevel3

2) There should be 4 lines, type, buildcost, buildtime, and displayname. Add another line and put in:


This tells the AI that in order to build a unit they need to purchase the upgrade and the AI is more likely to reach level 3.

So that is it for AI changes.

Next Page: WotR and text strings

Links / Downloads

Sample Finished Mod2397July 2, 2007 - 21:22
Morthond Bowman model & Texture5016July 2, 2007 - 11:36


Display order: Newest first | Page: 1, 2

modboy451 - Friday December 3, 2010 - 13:04

you could be a little for clear on where to place the .tga and.w3d files(maybe add spme space inbetween lines) otherwise It was a great tutorial!

im having trouble like kingeragon007 was,
model not appearing!

BigBrainiac - Monday October 25, 2010 - 16:27

This is a good, well written article.

Following this extremely slowly and not just copying what it says (the first time) helps a great deal.

If your unit doesn't appear, you are probably doing something wrong in the asset.dat (like not putting the texture or model in it).

Rob38 (Team Chamber Member) - Monday September 6, 2010 - 18:53

Some of the material such as the AI and WOTR mode will not work for BfME1. Most of the general information though should be applicable to BfME1 modders.

Souske22 - Monday September 6, 2010 - 17:58

Ok rather stupid question buuut I was wondering would this Tutorial also work for BFME1 to replace models? Asking so I dont kinda waste time reading this and following the steps to replace regular gondor soldiers with Numenorian Models.


whao well first off disregard the replace part, small typo on my end so I dont get posts saying I'm asking the wrong question, second sorry for the 5 times repost my browser had a refresh spaz

acidRain - Wednesday June 23, 2010 - 7:33

Hmm...well, I followed all the instructions - to the letter - and my model's still invisible. If it helps, I attempted xxxMr. Xxxx's Aragorn bow/sword model. I'm no novice to coding, but modeling and skinning absolutely baffles me.

{AE}Manveru - Tuesday September 1, 2009 - 12:08

@Kingeragon007, did you compile your asset.dat properly? And add it into the .big file?

@Centurion, that's normal. Happens to me every time I run assetcachebuilder. The program should still work anyway. Just ignore it unless it's not creating your asset.dat.

*Kingeragon007* - Saturday August 9, 2008 - 20:17

hey im new around here,
i just copied your finsihed sample mod and i added the Pelargir Spearmen too it. I did everything the same way but changed it to be the Pelargir Spearmen but when i play ROTWK the spearmen are invisable. and i put the .w3d files and the .tga in the asset file. Can someone please tell me what i did wrong or how to fix this.

Tar-Palantir - Tuesday May 6, 2008 - 18:36

@ lycan, Robnkarla's using RoTWK, you're probably using BFME I or BFME II so the locomotors have diferent names, I suggest you check some other file to see what they're called.

Centurion - Monday March 24, 2008 - 22:46

I keep getting this message:
! flat add
You are using an older version of the DBGHELP.DLL library.
Please update to the newest available version in order to
get reliable stack and symbol information.

Hint: The DLL got loaded as:

How can i fix this?

lycan - Monday October 1, 2007 - 12:45

i did everything,
when i loaded up BFME2 it said

error Foot Speed _MED error thing wtf why is it like this

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