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DeeZire Online > Editing Community > LOTR: Battle For Middle Earth I & II Editing » Part III of Adding a New Faction is Complete

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 02-28-2005, 07:31 PM   #1 (permalink)
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Default Part III of Adding a New Faction is Complete

AdmiralGT has completed his series on adding a new faction. This one is for base files and such. We also have a few other new tutorials. Check them out and hope they help the community.

Click the banner for the link. The 3rd Age.
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Old 03-01-2005, 01:49 AM   #2 (permalink)
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Just goes to show you what some great modders can do in a short time, very nice job you guys.
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Old 03-01-2005, 03:29 AM   #3 (permalink)
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i dont think u have to add the acstle flag to quite so many castle flags in civ buildings, it is only the muliplayer ones u need.

that makes 5 castles 5 camps, 5 outposts plots (cant remember if there is different directions may just be 1) and economy plots, no more that 24
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Old 03-01-2005, 04:37 PM   #4 (permalink)
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Well it makes it easy to adjust. You can just do a replace all in notepad with your factions name and it's ready even for single player. Not taking into account AI scripts and such though.

Better too much than not enough, works already done.
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Old 03-04-2005, 07:04 AM   #5 (permalink)
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I had a thought, and just got done testing it. Heh.

I opened WB, opened castle_gondorne.bse, and added a plot in front of the citadel. I saved it.

I DID NOT HEX EDIT IT. The file header still contained castle_gondorne, all lowercase. This is important.

Next I opened civilianbuildings.ini. I edited CastleFlagNE such that the unpack line was like:

CastleToUnpackForFaction = Gondor castlegondor_ne ... blahblah

Note that I used an all lowercase string in the unpack line.



Yes, it worked in game.

This obviates hex editing the BSE files for new factions, and a simple case sensitive replace all would work for edited existing BSE files.

Take care.
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Old 03-04-2005, 12:41 PM   #6 (permalink)
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Hm, that really shouldn't have worked as ini's are not case sensitive. But if it does then that's a nice....oddity
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Old 03-04-2005, 01:49 PM   #7 (permalink)
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Did we all miss something simple here? Is it perhaps just need the ini to match the bse file exaclty?
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Old 03-04-2005, 10:28 PM   #8 (permalink)
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Ini's aren't anything except data that is utilized by the executable. In this case it appears that the programmers used a case sensitive function to get the BSE's filename. If it were me, and they probably just forgot (you how that goes), I would've converted the ini's BSE string to lowercase before doing the lookup, and I would've done the lookup on lowercase strings (i.e., catalog all my Gondor_CastleNE, Gondor_CastleSE, etc., as lowercase listings to match against).

But that's neither here nor there. The point is this apparently works, so let's take it and run with it.

Take care.
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Old 03-04-2005, 11:07 PM   #9 (permalink)
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Hm, I've found quite a few fields in the INI's are case sensitive, not all, but some. Interesting find though.
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Old 03-05-2005, 10:03 AM   #10 (permalink)
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I'm quite interested in this since it was the first thing I tried and couldn't get it to work at all. Hence why I talk about Hex editing in the tutorial. I'll have to try this at home when I have access to the .bse files but I thought it wasn't possible.
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