The 3rd Age

Galadhrim Warriors - Mini Mod

Galadhrim Warriors - Mini Mod

A Mini Mod adding the Galadhrim Warriors to the Elven Faction in ROTWK.

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Clank's ultimate beginner tutorial

Avatar of clank234

clank234

Category: Code
Level: Beginner
Created: Friday January 14, 2011 - 6:37
Updated: Friday January 21, 2011 - 8:00
Views: 12396
Summary: Almost everything a beginner wants to know about coding

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---------------Editing prices of everything---------------

Editing prices is something everybody likes to know about. To edit the pricwe of a special power, go to the science.ini and find a power you want to edit: e.g. Heal. It looks something like this
              
Code
Science SCIENCE_Heal
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ROHAN OR SCIENCE_GONDOR
SciencePurchasePointCost = 1
SciencePurchasePointCostMP = 1
IsGrantable = Yes
; DisplayName =
; Description =
End


Pay attention to the:

              
Code
Science SCIENCE_Heal
SciencePurchasePointCost = 1
SciencePurchasePointCostMP = 1
End

Part. The first one: "SciencePurchasePointCost = 1"
means how much it will cost in single player.
The second on: "SciencePurchasePointCostMP = 1"
means how much it costs in multiplayer/skirmish.
So if i change the 1st one to " = 2" then it will cost 2 power points in the campaign.
And if i edit the 2nd one to " = 2" then it will cost 2 power points during skirmish. I don't know if using decimals works as i have never tried it but your'e welcome to try if you want. So if you want summon army of the dead to be 2 power points in skirmish but 100 in the campaign then change to look like this:
Science SCIENCE_ArmyoftheDead
              
Code
PrerequisiteSciences = SCIENCE_GOOD SCIENCE_Anduril OR SCIENCE_ROHAN SCIENCE_CloudBreak_MP OR SCIENCE_ROHAN SCIENCE_EntAllies OR SCIENCE_GONDOR SCIENCE_CloudBreak_MP OR SCIENCE_GONDOR SCIENCE_EagleAllies
SciencePurchasePointCost = 100
SciencePurchasePointCostMP = 2
IsGrantable = Yes
End


If you want to make army of the dead buyable at the beginning of the game, just change the PrequsiteSciences to look like this:
              
Code
PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ROHAN OR SCIENCE_GONDOR

Now you may purchase army of the dead at the start of the campaign, or during skirmsih for both factions but you must still pay the set price. Remember to NEVER set the price at 0 as it will be buyable ingame ;)

Now that's the powers done but now comes buildings, hero's and units.
Go into the, gamedata.ini
Even though i said that i was only going to show you how to change prices of stuff, i will show you some other cool stuff that might be nice.
First i will show you how to edit a gondor soldier.

Find the gondor soldier my pressing Ctrl+F and type in gondor_soldier. Then click Find Next and it should bring you to something that looks like this:
              
Code
;------------------------SOLDIER-------------
#define GONDOR_SOLDIER_BUILDCOST            150 ; 100
#define GONDOR_SOLDIER_BUILDTIME            30 ;20
#define GONDOR_SOLDIER_HEALTH                110 ; 100
#define GONDOR_SOLDIER_HEALTH_DAMAGED            110 ; 100
#define GONDOR_SOLDIER_HEALTH_RECOVERY_TIME        10000
#define    GONDOR_SOLDIER_VISION_RANGE             100
#define    GONDOR_SOLDIER_HORDE_VISION_RANGE         100
#define    GONDOR_SOLDIER_SHROUD_RANGE             400

#define    GONDOR_SOLDIER_SWORD                10
#define    GONDOR_SOLDIER_SWORD_UPGRADE            40 ; 60
#define GONDOR_SOLDIER_SWORD_PREATTACKDELAY         500
#define GONDOR_SOLDIER_SWORD_DELAYBETWEENSHOTS         1000
#define GONDOR_SOLDIER_SWORD_FIRINGDURATION         1000
#define    GONDOR_SOLDIER_BOUNTY_VALUE         5


It is very simple what to do but i will go through each #define so you know what you're changing.

#define GONDOR_SOLDIER_BUILDCOST = the price of the unit

#define GONDOR_SOLDIER_BUILDTIME = the time it takes to build in seconds

#define GONDOR_SOLDIER_HEALTH = the units health

#define GONDOR_SOLDIER_HEALTH_DAMAGED = the units health when they are damaged, i don't really know what this is for though

#define GONDOR_SOLDIER_HEALTH_RECOVERY_TIME = how wuick the unit heals

#define    GONDOR_SOLDIER_VISION_RANGE = how far the unit can see

#define    GONDOR_SOLDIER_HORDE_VISION_RANGE = how far the units horde can see

#define    GONDOR_SOLDIER_SHROUD_RANGE = how much fog of war the unit clears away when moving around

#define    GONDOR_SOLDIER_SWORD = how much damage the sword does

#define    GONDOR_SOLDIER_SWORD_UPGRADE = how much damage the sword does when the unit has forged blades

#define GONDOR_SOLDIER_SWORD_PREATTACKDELAY = hmmm, i don't actually know what this does as i have never changed it before

#define GONDOR_SOLDIER_SWORD_DELAYBETWEENSHOTS = how long the unit waits after attacking

#define GONDOR_SOLDIER_SWORD_FIRINGDURATION = how long the units attack lats for

#define    GONDOR_SOLDIER_BOUNTY_VALUE = how much resources the unit gives when killed when eomers outlaw leadership or scavenger is in play

So change whatever values you want to change

Next is the building. There are 2 type of buildings, an economy building and a construction building. Economy buildings produce resources and construction buildings create things.
So find the gondor farm. It should look like this:
              
Code
;------------------------FARM-------------
#define GONDOR_FARM_BUILDCOST                350
#define GONDOR_FARM_BUILDTIME                15
#define GONDOR_FARM_HEALTH                1500
#define GONDOR_FARM_HEALTH_DAMAGED            1000
#define GONDOR_FARM_HEALTH_REALLY_DAMAGED        500
#define    GONDOR_FARM_SHROUD_CLEAR            160.0
#define GONDOR_FARM_MONEY_TIME                 6000
#define GONDOR_FARM_MONEY_AMOUNT            15

#define    GONDOR_FARM_LVL1_EXP_AWARD             10
#define    GONDOR_FARM_LVL2_EXP_AWARD             15
#define    GONDOR_FARM_LVL3_EXP_AWARD             20

#define GONDOR_FARM_LVL2_EXP_NEEDED            1200 ;750
#define GONDOR_FARM_LVL3_EXP_NEEDED             2700 ;5000

#define    GONDOR_FARM_LVL2_HP_ADD                 1500
#define    GONDOR_FARM_LVL3_HP_ADD                 2000

#define GONDOR_FARM_LVL2_PRODUCTION             1.2 ;1.34
#define GONDOR_FARM_LVL3_PRODUCTION             1.12 ;1.25
#define    GONDOR_FARM_BOUNTY_VALUE            50


Here is where you edit the farm. I will list any new #define's

#define GONDOR_FARM_HEALTH_REALLY_DAMAGED = The buildings health when it's really damged

#define GONDOR_FARM_MONEY_TIME = how much time it takes for the farm to produce money

#define GONDOR_FARM_MONEY_AMOUNT = how much money the farm produces

#define    GONDOR_FARM_LVL1_EXP_AWARD = for me, this haven't done any changes

#define    GONDOR_FARM_LVL2_EXP_AWARD = for me, this haven't done any changes

#define    GONDOR_FARM_LVL3_EXP_AWARD = for me, this haven't done any changes

#define GONDOR_FARM_LVL2_EXP_NEEDED = how much experience points the farm needs to reach level 2

#define GONDOR_FARM_LVL3_EXP_NEEDED = how much experience the farm needs to reach level 3

#define    GONDOR_FARM_LVL2_HP_ADD    = how much extra health the farm gets when on level 2

#define    GONDOR_FARM_LVL3_HP_ADD    = how much extra health the farm gets when on level 3

#define GONDOR_FARM_LVL2_PRODUCTION = how quick the production increases on level 2 for farms, it increases how much money it makes

#define GONDOR_FARM_LVL3_PRODUCTION = how quick the production increases on level 3 for farms, it increases how much money it makes

Here is the barracks:
              
Code
;------------------------BARRACKS-------------
#define GONDOR_BARRACKS_BUILDCOST            300
#define GONDOR_BARRACKS_BUILDTIME            30
#define    GONDOR_BARRACKS_SHROUD_CLEAR            160
#define GONDOR_BARRACKS_HEALTH                3000
#define GONDOR_BARRACKS_HEALTH_DAMAGED            2000
#define GONDOR_BARRACKS_HEALTH_REALLY_DAMAGED        1000

#define    GONDOR_BARRACKS_LVL1_EXP_AWARD             10
#define    GONDOR_BARRACKS_LVL2_EXP_AWARD             15
#define    GONDOR_BARRACKS_LVL3_EXP_AWARD             20

#define GONDOR_BARRACKS_LVL2_EXP_NEEDED            400 ; 500
#define GONDOR_BARRACKS_LVL3_EXP_NEEDED         1800

#define    GONDOR_BARRACKS_LVL2_HP_ADD             1500
#define    GONDOR_BARRACKS_LVL3_HP_ADD             1500

#define GONDOR_BARRACKS_LVL2_BUILD_SPEED         1.25
#define GONDOR_BARRACKS_LVL3_BUILD_SPEED         1.5

#define    GONDOR_BARRACKS_BOUNTY_VALUE            50


This isn't much different at all except it doesn't make money. It creates units.

Now here is Faramir, i chose Faramir because he gives out values for being on horse, bow and sword:

              
Code
;-----------------------Faramir------------------
#define FARAMIR_BUILDCOST                800
#define FARAMIR_BUILDTIME                20
#define FARAMIR_HEALTH                    800

#define    FARAMIR_LVL1_EXP_AWARD                 40
#define    FARAMIR_LVL2_EXP_AWARD                 50
#define    FARAMIR_LVL3_EXP_AWARD                 60
#define    FARAMIR_LVL4_EXP_AWARD                 70
#define    FARAMIR_LVL5_EXP_AWARD                 80
#define    FARAMIR_LVL6_EXP_AWARD                 90
#define    FARAMIR_LVL7_EXP_AWARD                 100
#define    FARAMIR_LVL8_EXP_AWARD                 120
#define    FARAMIR_LVL9_EXP_AWARD                 150
#define    FARAMIR_LVL10_EXP_AWARD             200

#define    FARAMIR_LVL2_EXP_NEEDED             50 ;60
#define    FARAMIR_LVL3_EXP_NEEDED             100 ;200
#define    FARAMIR_LVL4_EXP_NEEDED             200 ;400
#define    FARAMIR_LVL5_EXP_NEEDED             300 ;600
#define    FARAMIR_LVL6_EXP_NEEDED             500 ;800
#define    FARAMIR_LVL7_EXP_NEEDED             700 ;1000
#define    FARAMIR_LVL8_EXP_NEEDED             900 ;1200
#define    FARAMIR_LVL9_EXP_NEEDED             1100 ;1600
#define    FARAMIR_LVL10_EXP_NEEDED             1500 ;2000

#define FARAMIR_PREATTACKDELAY             700
#define FARAMIR_DELAYBETWEENSHOTS             1500
#define FARAMIR_FIRINGDURATION             800

#define FARAMIR_BOW_PREATTACKDELAY             1170
#define FARAMIR_BOW_DELAYBETWEENSHOTS             0
#define FARAMIR_BOW_FIRINGDURATION             0
#define FARAMIR_BOW_RELOADTIME_MIN            1200 ; 1500
#define FARAMIR_BOW_RELOADTIME_MAX            1600 ; 2000

#define    FARAMIR_DAMAGE                    50
#define    FARAMIR_BOW_DAMAGE                30
#define    FARAMIR_BOW_RANGE                350

#define    FARAMIR_WOUNDING_ARROW_DAMAGE            400 ; 300
#define    FARAMIR_WOUNDING_ARROW_RANGE            350


I will give a definition for the unexplained #define's:

#define FARAMIR_BOW_PREATTACKDELAY = How long he takes to aim

#define FARAMIR_BOW_DELAYBETWEENSHOTS = How long he waits until he fires his next shot (i wouldn't bother changing this as it is at it's lowest timer)

#define FARAMIR_BOW_FIRINGDURATION = how long the arrow takes to hit the target (i wouldn'y suggest changing this as there is no need)

#define FARAMIR_BOW_RELOADTIME_MIN = How long it takes him to reload his ammo in the minimum time

#define FARAMIR_BOW_RELOADTIME_MAX = How long it takes him to reload his ammo in the maximum time

That is it for prices. Now as i said before, here are some nice stuff that you can do:

1) Making it so that in skirmish you don't have the annoying colors.
Ctrl+F color. Search until you find
              
Code
SelectionFlashHouseColor = No ; if 'No', selection flashes white

Change that "No" to a "Yes" without the quote marks. (make sure the Yes starts with a capital letter)

Then click find next until you find:
              
Code
EnableHouseColor    = Yes

Change that "Yes" to a "No"

Now for something i'm sure you definitely want to change. Commandpoints for Skirmish AND the Campaign. Find this piece of code:
              
Code
;;; CAMPAIGN BONUS CAPS
GoodCommandPointLimit        = 1500
EvilCommandPointLimit        = 1500
PowerLimit            = 60
ResourceMultiplierLimit    = 15.0

;;; INITIAL MAX RING LEVEL PLAYER CAN ACHIEVE
InitialMaxRingLevel = 60 ;2

;;; Resource Bonus Percentage
ResourceBonusMultiplier = 10.0                        ; 10% bonus per region conquered
    
;;; COMMAND POINTS FOR SOLO PLAY HUMAN (INCLUDING LIVING WORLD) ;;;
GoodCommandPoints = 500
EvilCommandPoints = 500

GoodCommandPointsBonus = 50         ; bonuses for every territory captures in living world
EvilCommandPointsBonus = 50

;;; COMMAND POINTS FOR SOLO PLAY AI ;;;
GoodCommandPointsAI = 200
EvilCommandPointsAI = 600

;;; COMMAND POINTS FOR MULTIPLAY ;;;
GoodCommandPointsMP2 = 2000         ; 2 players
EvilCommandPointsMP2 = 4000

GoodCommandPointsMP3 = 1500             ; 3 players
EvilCommandPointsMP3 = 3000

GoodCommandPointsMP4 = 1500             ; 4 players
EvilCommandPointsMP4 = 3000

GoodCommandPointsMP56 = 1000         ; 5-6 players
EvilCommandPointsMP56 = 2000

GoodCommandPointsMP78 = 800         ; 7-8 players
EvilCommandPointsMP78 = 1600


I have already changed the values my adding an extra zero to skirmish games and editing the campaign. It's quite obvious what to edit here

Next page - Editing the Playertemplate.ini

Sorry this page was so long XD

Links / Downloads

 HitsAdded
Every article and download to help u in modding2098January 14, 2011 - 7:11
Winrar to will allow you to download many files1463January 14, 2011 - 7:07
FinalBig2830January 14, 2011 - 7:07

Comments

Display order: Newest first

SaadZulfiqar - Wednesday December 26, 2012 - 15:32

PLEASE CAN YOU GUYS TELL ME HOW CAN I CHANGE THE RANK OF HEROES .. LIKE.. GANDALF IS LEVEL 5 HOW CAN I MAKE HIM 10 ? WHEN I BUY HIM FROM THE CASTLE PLEASE HELP :)

Berethomb - Wednesday November 23, 2011 - 21:20

I can't get it to work! I removed the two Fell Beasts and the Witch Kings and added nine EvilMenBlackRiders, but when I play the game the witch king and fell beasts are still there and the nine Black Riders are gone! I guess it's got something with my mod not being used correctly but I can't get it to work properly! EXACTLY what should I do to play my mod?

Irenë Hawnetyne - Sunday November 20, 2011 - 12:47

@clank234, having written a tutorial on how to start modding, I think you've missed the point of writing the article. Articles should be clear and easy-to-read. You may want to correct your use of language and grammar, so people do not have to translate your article ere reading it. I'm not trying to flame or offend you, but it is very unhelpful for newbs trying to start off by using an article where every other word is ... unclear. Also, put in specifics, such as 'INI.BIG', not 'ini', and 'somewhere in Boromir's animations' should probably state WHERE his Animations are.

Unknown - Saturday November 19, 2011 - 21:46

@Mr.IAmHere,
1) Are you using finalbig?
2) Are you spelling the names correctly?

clank234/unknown,

Mr.IAmHere - Sunday September 18, 2011 - 15:07

I get a game.dat error everytime I added aragorn to gondor
why does this happen?

modboy451 - Monday February 14, 2011 - 8:43

You forgot to but how to add other OCL's to the balrog summon

for example elven wood...20 trees...
I know how to do this already, but you should either add that stuff to the last page
or remove that stuff on the first page

Elric - Sunday January 23, 2011 - 19:27

Sorry Clank but you need to check some of your spelling and grammar... Also if you would like to improve it use some pictures as examples for the -mod command and final-big stuff, and coding etc.. and you might not want to use texting language. Hint HINT: "Every article and download to help =>u<= in modding" I will give a better rating if improved with photos and grammar. I was going to make a guide like this but i have been busy (RP) aka Rider Productions.

MorguLord - Saturday January 22, 2011 - 18:30

:D

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