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Adding Morthond Bowmen into a mod

Avatar of robnkarla

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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4.7

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4.5/5.0

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:
              
Code

ArmyDefinition MenOfTheWestArmy


3) Within this area look for:
              
Code

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:
Rush
Mid-game
End-game

The duration of these phases are determined in seconds by:
              
Code

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:
              
Code

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

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


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:
              
Code

Upgrade Upgrade_GondorArcheryRangeLevel3


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

SkirmishAIHeuristic = AI_UPGRADEHEURISTIC_FACTORY_UNITUNLOCK


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

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

Comments

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!

--------

http://forums.revora.net/index.php?showtopic=80461
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.
Thanks,
Kingeragon007

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:
!debug.io 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:
C:\WINDOWS\system32\DBGHELP.DLL

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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