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LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

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Old 03-08-2005, 08:12 PM   #21 (permalink)
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1) Not that I could find

2A) Does the spellbook object support the commandset swith? I doubt it would work because the spellbook commandset is listed in the playertemplate INI. I'd assume that you could click the switch activated from say a 1st level spell but I don't think anything would happen.

2B) IMO it appears the child objects are the same as parent objects except you can line item code changes. I did notice though if you build an object and child object from the same commandset, that they will to appear to be both building when viewing the commandset of the structure that builds them.

3) why not build a spell that activates this science and find out?
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Old 03-09-2005, 04:06 AM   #22 (permalink)
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Quote:
Originally Posted by Hostile";p=&quot View Post
1) Not that I could find

2A) Does the spellbook object support the commandset swith? I doubt it would work because the spellbook commandset is listed in the playertemplate INI. I'd assume that you could click the switch activated from say a 1st level spell but I don't think anything would happen.

2B) IMO it appears the child objects are the same as parent objects except you can line item code changes. I did notice though if you build an object and child object from the same commandset, that they will to appear to be both building when viewing the commandset of the structure that builds them.

3) why not build a spell that activates this science and find out?
Thanks Hostile. With regards to the spellbooks, the actual spellbook commandset is located in system.ini, you just choose the spellbook in playertemplate.ini and it appears to be a normal object. The Childobject just chooses the Gondor/Rohan spellbook over using the Good Spellbook.

Also, as a follow up to one, is there any easy way to edit the layout of the buttons, even if I can't add any i'd like to at least be able to move them around. Can this be done?

I'll try 3 tonight, I was just wondering if anyone had tried before. It's just I can't find anything to edit for it or where it says to increase by 100.
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Old 03-09-2005, 10:24 AM   #23 (permalink)
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Ok, being trying 3 but come across a large problem.

The science works and it creates the superweapon. However, I don't know what Behaviour Module I need to add to The Spell Book to actually get it to do anything. I can't find any reference to adding Command Points other than the Army Bonus in the campaign files.

Anyone got any ideas on implementing a way of increasing the Command Points, in game?
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