The 3rd Age

Magic Staff (Isengard-Saruman)

Magic Staff (Isengard-Saruman)

Modified weapon.ini to improve the look and feel of Saruman's standard attack.

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How to set up AI for a new Faction

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Category: Code
Level: Intermediate
Created: Sunday August 31, 2008 - 7:08
Updated: Monday September 1, 2008 - 12:32
Views: 8654
Summary: Tutorial that takes you through all necessary steps to create a new BFME2/ROTWK AI


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In the following tutorial I´ll show you how to set up the AI for a completly new Faction.


Because the question how to set up AI for a new faction is not a rare question, I decided to make a tutorial on it. For this example I´ll use the Rohan Faction I started for a mod I made before Age of the Firstborn.

What do you need:

Your new faction should be completed
Final Big

Let´s Start

Basic Setup:

Note: If your mod files are in the same folder as BFME2 or ROTWK (depending what game you are making your mod for), continue with the following AI Bases part on the next page

If your mod is not in the same folder as BFME2 or ROTWK, you´ll have to do this setup.
Create a new .big file which should be named _ai.big for example, move all the .ini files you need in this .big file
(you need all new buildings and your playertemplate.ini)
Note: This .big file must be in the same folder as BFME2 or ROTWK (depending what game you are making your mod for)

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