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DeeZire Online > Editing Community > LOTR: Battle For Middle Earth I & II Editing » How can I unpack the bases in multiple ways?

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 03-17-2005, 09:24 AM   #1 (permalink)
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Default How can I unpack the bases in multiple ways?

Just like unpack economy plots. I am now working on a new faction, I come up with lots of thoughts and problems, I need your helps.
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Old 03-17-2005, 12:31 PM   #2 (permalink)
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We can only answer questions, we can't solve a problem without knowing what's going wrong or what you're trying to do. I can't work out what your topic title is saying. Do you want one flag to become various different bases or have multiple flags all turn into the same base?

I'm guessing english isn't your first language, but please, take a little time to think about what you want to do and what problem you're having and then ask a question rather than your current sweeping generalisation of what you're doing.
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Old 03-17-2005, 11:26 PM   #3 (permalink)
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Please forgive my poor English. I mean I want one flag to becaome various different bases. Another question is that I looked into all documents in ini.big, but still didn't find the lines defining the interface of my new faction. For example, when I select some different kinds of units at the same time, this phrase appears "lots of guys" intead of unit images. I tried the controlbarscheme.ini, I added a new control bar, and use the control bar style fo Mordor, I run the game and found it doesn't work.
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Old 03-18-2005, 12:37 AM   #4 (permalink)
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He might mean having more than one option for building a castle

CommandSet CastleFlagCommandSet
1 = Command_UnpackCastle
End

CommandButton Command_UnpackCastle
Command = CASTLE_UNPACK
TextLabel = CONTROLBAR:ConstructCastle
ButtonImage = BRCamp_Build
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipCastleUnpack
Radial = Yes
End

I can't see how you could add more than one unpack option for more than one type of base from a generic camp base
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Old 03-18-2005, 05:07 AM   #5 (permalink)
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I've been looking at trying to unpack several bases from a single flag and directly, I don't think it's possible currently (I did suggest in the mod support thread that it be added).

However, there is a possibility I think. You'll have to edit every .bse file so the Citadels aren't all the same for each castle, and give them an UNPACK_CASTLE button and unpacking behaviour.

So Essentially you get a cycle of bases to unpack

Genereic Base --> Base 1 --> Base 2 --> Base 3 --> Base 4 --> Base 1

and so on, continuing the loop. Could cause a problem if you actually built any buildings though.
Not ideal, but ultimately, I think it's possible.
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Old 03-30-2005, 02:19 AM   #6 (permalink)
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You could use the BuildVariations tag on the base thats unpacked to generate a random base layout each time?
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Old 03-31-2005, 05:57 AM   #7 (permalink)
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I wanted to have 2 differant expansion plots for mordor. One choce being traditional, one being a Haradim base. Than use that for the inactive haradim units. I don't see it happening...
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Old 03-31-2005, 05:38 PM   #8 (permalink)
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Look at some of the camp/economy plot sites - they have a command set upgrade depending on which faction you play as.
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Old 04-01-2005, 07:30 AM   #9 (permalink)
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I see where you're going. Create a commandset upgrade and have the new commandset give the multiple camps using the same way the eco plots do.

Behavior = CommandSetUpgrade ModuleTag_commandSetEvilDualEconomy
TriggeredBy = Upgrade_MordorDualEconomyChoice
CommandSet = MordorEconomyPlotCommandSet
End

Than just like you unpack an eco plot, you'll unpack mutiple camp objects. Nice. I've used the eco plots alot and never thought of that commandset upgrade for camps.

Object ExpansionFlag adding those behaviors to this object and add the new commandsets and it should work. :P
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