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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 04-01-2005, 02:43 AM   #1 (permalink)
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Default Upgrades

Can anyone tell me where the structure experience level needed for an upgrade is defined? I checked upgrade.ini and experiencelevels.ini with no luck.
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Old 04-01-2005, 05:26 AM   #2 (permalink)
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They are defined in the experience.ini. I added this for my Spider Lair to raise in level and it works.

Code:
;------------- MordorSpiderCave -----------------

ExperienceLevel	SpiderLairLevel1
	TargetNames				= MordorSpiderCave MordorSpiderLair
	RequiredExperience			= 1
	ExperienceAward		  		= MORDOR_ORCPIT_LVL1_EXP_AWARD
	ExperienceAwardOwnGuysDie		= 0
	Rank					= 1
	AttributeModifiers			= BasicLevelUpProduction1
	Upgrades				= Upgrade_StructureLevel1
End

ExperienceLevel	SpiderLairLevel2
	TargetNames				= MordorSpiderCave MordorSpiderLair
	RequiredExperience			= MORDOR_ORCPIT_LVL2_EXP_NEEDED
	ExperienceAward		  		= MORDOR_ORCPIT_LVL2_EXP_AWARD
	ExperienceAwardOwnGuysDie		= 0
	Rank					= 2
	AttributeModifiers			= MordorOrcPitHitPointModLvl2 MordorOrcPitBuildSpeedModLvl2
	Upgrades				= Upgrade_StructureLevel2
	LevelUpFx				= FX:MordorOrcPitUpgrade
End

ExperienceLevel	SpiderLairLevel3
	TargetNames				= MordorSpiderCave MordorSpiderLair
	RequiredExperience			= MORDOR_ORCPIT_LVL3_EXP_NEEDED 
	ExperienceAward		  		= MORDOR_ORCPIT_LVL3_EXP_AWARD
	ExperienceAwardOwnGuysDie		= 0
	Rank					= 3
	AttributeModifiers			= MordorOrcPitHitPointModLvl3 MordorOrcPitBuildSpeedModLvl3
	Upgrades				= Upgrade_StructureLevel3
	LevelUpFx				= FX:MordorOrcPitUpgrade
End
If you want more than one upgrade to happen when it levels up just add another entery here.

Upgrades = Upgrade_StructureLevel2 Upgrade_YourUpgrade
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Old 04-01-2005, 04:42 PM   #3 (permalink)
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Not what I was looking for. I wasn't being clear, I apologize. Take the Gondor Blacksmith. It needs to get to level 2 before you can get the upgrades it contains. Where is the information for that contained?
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Old 04-01-2005, 05:03 PM   #4 (permalink)
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^ Its in the command button for the relevant upgrade - Options = NEED_UPGRADE and then you can specify the upgrade needed with NeededUpgrade
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Old 04-02-2005, 03:58 PM   #5 (permalink)
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Awesome, thanks Dee.
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Old 04-04-2005, 06:40 PM   #6 (permalink)
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Sorry to double-post but I had another thought.

Is it possible to stack upgrades by using a method like this? Example would be doing multiple armor upgrades on a single structure, one being more powerful then the next. It wouldn't really be stacking them more than replacing them but it would give a good illusion. I figure it could be possible just by putting in multiple armorset upgrade modules. Anyone try this at all?
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Old 04-05-2005, 02:37 AM   #7 (permalink)
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I think you can do this, but only through three sets of armor. Take a look at how the Rohirrim armor 'stacks up' after getting Horse Shields and Heavy Armor upgrades. You need to use the ArmorSetFlag each time to generate a new armor set after the upgrade. You can go from PLAYER_UPGRADE to PLAYER_UPGRADE_2 and then PLAYER_UPGRADE_3.
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Old 04-05-2005, 08:34 AM   #8 (permalink)
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You could also use the experience modifier if all you needed was to add moe hit points.

AttributeModifiers = BasicLevelUpDamage1


and the modifier...

ModifierList BasicLevelUpDamage1
Category = LEVEL
Modifier = ARMOR 120%
Duration = 0
End

Alot quicker than using all the armor upgrades and than granting them per level.
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Old 04-05-2005, 04:04 PM   #9 (permalink)
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But can you Show/Hide objects through attribute modifiers like you can with armor upgrades?
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Old 04-05-2005, 04:13 PM   #10 (permalink)
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No you can't. I see your point now.
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