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  1. #1

    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.

  2. #2

    Default

    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.

  3. #3

    Default

    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.

  4. #4

    Default

    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

  5. #5

    Default

    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.

  6. #6

    Default

    You could use the BuildVariations tag on the base thats unpacked to generate a random base layout each time?

  7. #7

    Default

    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...

  8. #8

    Default

    Look at some of the camp/economy plot sites - they have a command set upgrade depending on which faction you play as.

  9. #9

    Default

    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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