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BFME 2: Arcade Edition

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Combo Hordes

Tutorial for Battle for Middle-earth II BFME 2, Battle for Middle-earth II: Rise of the Witch-king ROTWK

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MrFurious

Category: Code
Level: Intermediate
Created: Monday April 20, 2009 - 7:49
Updated: Saturday May 30, 2009 - 4:10
Views: 5702
Summary: How to add Combo Hordes into BFME2, and how make them recruitable at the barracks

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Page 1 2 3 4
Making it work for the AI.
This last step is quite easy, but without it, the AI doesn't recruit combo hordes.

Go to default\skirmishaidata.ini, and look for the line "ArmyDefenition MenOfTheWestArmy". If you scroll down a bit, you'll see a lot of ArmyMemberDefenitions. These tell the AI what hordes they can build, and how many they should build. The one for the GondorArcherHorde looks like this:
              
Code
ArmyMemberDefinition GondorArcherHorde_Member
    Unit            = GondorArcherHorde
    PercentageOfArmyPhase1    = 25.0
    PercentageOfArmyPhase2    = 15.0
    PercentageOfArmyPhase3    = 15.0
End


It's fairly simple: it starts with ArmyMemberDefenition, which tells what kind of code this is. Then it has a moduletag, "GondoArcherHorde_Member".
The next line tells the AI what unit it is, now it's a GondorArcherHorde.
              
Code
PercentageOfArmyPhase1    = 25.0
PercentageOfArmyPhase2    = 15.0
PercentageOfArmyPhase3    = 15.0


These tell the AI how frequently they should build this horde in each phase. Each battle has 3 phases: Rush, Midgame and Endgame. The length of these phases are defined somewhere else in this file. The Rush phase is 270 seconds, the Midgame is 280 seconds, the Endgame is for the rest of the match.

Our horde will now have the same priority as a normal archer horde. However, you don't actually build the horde. You only build an egg, which we should use here:
              
Code
ArmyMemberDefinition GondorFighterArcherHorde_Member
    Unit            = GondorFighterArcherHordeEgg
    PercentageOfArmyPhase1    = 25.0
    PercentageOfArmyPhase2    = 15.0
    PercentageOfArmyPhase3    = 15.0
End


That's it. Now the AI will build and use our combo hordes.

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Combo Hordes for BFME11337April 20, 2009 - 8:15

Comments

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Sulherokhh (Team Chamber Member) - Monday May 4, 2009 - 15:28

That's normal when combining. Think of it as guards for the archers. What is actually causing this is that a single horde (even a combo horde) can only have a single rangefinder active. The rangefinder triggers the weapon. In this case the rangefinder has approximately the same range as that of the archers themselves and therefor they fire. Any targets are acquired by the fighters, but their melee weapons simply don't have enough range for an actual attack to occur. And the horde will not seperate for it to happen. If you shorten the range of the rangefinder, even the archers will close to melee range.

drogoth232 - Monday May 4, 2009 - 14:18

Really good Tut. But I have a problem. Only my archers atttack and my fighters just stay there until a unit gets close enough for them to attack.

MrFurious - Wednesday April 29, 2009 - 1:48

I've deleted the whole code page, as it was full of errors, because it was the code I used for testing, not for creating this tutorial. Maybe I'll have another look at the whole tutorial, and make some additions, or recreate the code page with the right code.

Sulherokhh (Team Chamber Member) - Wednesday April 29, 2009 - 1:23

Your tut could use some reformatting, especially in the code sections, to make it more readable. There is one more 'end' than needed in the 'commandset.ini'-section on page 4.
You might also go into some detail regarding the advantages and disatvantages of using Eggs (CommandPoints, AI-recruitment, etc.)

Otherwise it's good.

MrFurious - Friday April 24, 2009 - 9:58

I found a new, easier way to recruit the horde, so I've updated the guide accordingly.

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