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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 03-29-2005, 03:19 AM   #1 (permalink)
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Default Structure restrictions and AI coding

I am trying to prevent the current factions from constructing the original BFME structures and I am having a bit of trouble. I tried using Buildable = No and while the tag is valid, it appears to either have no affect or be overidden by the AI scripts. I checked out the scripts in WorldBuilder and they appear to be much more complicated then ZH was. I found no reference to the Gondor Archery Range, which was the structure I was trying to take away. Anyone do any extensive AI editing on this that can maybe help me out?
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Old 03-29-2005, 08:46 AM   #2 (permalink)
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Clord over at ME MW forums has done alot of AI scripting for new factions. Maybe he would know,
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Old 04-08-2005, 02:55 PM   #3 (permalink)
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My english is little "bad". Hard to explain. However best way is self learning. <- Yeah I self learned.

My homepage is www.bugsoft.tk
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