The Lord of the Rings: The Battle for Middle-earth - Mod FAQ Updates: -verson 1.1 Fixed all the errors my automatic spellchecker caused Coming soon: -A detailed guide on how to mod the.ini files -examples Here is my guide on how to mod BFME succesfully. First you will need 2 programs: -FinalBig (it says it's for Comand & Conquer but it works for BFME also) -Hex editor 3.0 beta 1.Open up INI.big (in your BFME directory)with your hex editor. On the first line there should be the text BIG4 change that to BIGF 2.Create 2 folders on your desctop called: BigFile Original and BigFile Modded 3.Open up INI.big (in your BFME directory)with FinalBig.

Click edit>>extract all, extract the files to your BigFile Original and Modded directorys. 4.Mod the.ini files in the BigFile Modded folder.

Lord Of The Rings Battle For Middle-earth

Hey everyone. Well i'm not a pro at pc's(duh). But can anyone help me out. Explaining that b4m_ini file step for step, coz i tried that, and i got a game data error. Mybe i just never understood the folder correctly. Can anyone assist me please. I play multi player, lords of rings, one ring to rule them all. If the folder My Battle for Middle-earth Files. Go to “my battle for the middle earth files. For middle earth 1 files / and open options.ini then find.

(for basic and easy to figure out modding such as command points and build times you only need to mod the gamedata.ini file) 5.Open up FinalBig. Click edit>>add directory, add the data directory in your BigFile Modded folder. (after you've done this the path of all the files displayed should be data/ini/) 6.Click save as and save your mod as.big 7.Move the.big file you just created to: C:/documents and settings//application data/my battle for middle earth files/ (if you don't see application data then click tools>>folder options, click the view tab, select 'show hidden files and folders') 8.Rename your BFME shortcut to BFME unmodded. 9.Right click on your BFME shortcut and click 'create shortcut' rename that shortcut to BFME 10.Right click on your new BFME modded shortcut and click 'properties' at the end of the 'target' path add -mod.big (the end of the target path should now look like. Lotrbfme.exe' -mod.big 11.enjoy your mod.

Basic.Ini Guide This guide concerns the basic stuff you need to know about the.ini files. You all must have heard someone talk about them at some point, and you may be wondering how they work, how you can open them, etc. First I'll tell you what the.ini files are. The.ini files contain all the info for the game, if you change a value, this will be changed exactly the same in-game. This makes it easy to make mod's, which can be a lot of fun sometimes.

Always copy the correct one first, cause otherwise you can't play online due to different.ini files and if you wanna play the normal game, you'll have to either reinstall the game, change everything back or wait for a patch to come. Another thing is that it might take quite a while before you understand fully how they work, actually there are only a select few who know fully how they work. But for basic modding and just for looking stuff up, you only need to know the basics.

How to open the.ini files: The ini files are in your BFME2 Folder, under the name ini. Stylizer 6 Keygen on this page. big. To open them and have them view properly, you'll need to download Finalbig first. Here's where you can download it: Once installed, open the.ini files and you'll see this: On the left is a long list of files, each one contains specific info, whether it regards a general thing like armor, or a unit, like Guardians. Click on one to get a document viewed on the right side.

Basic.Ini Files: There are about 5 general.Ini files and a lot for each unit, structure and hero. First I'm gonna discuss the basic ones specifically and then I'm gonna talk about the unit specific.Ini files in general. General.Ini Files: The 5 general.ini files are: Armor.ini; Attributemodifier.ini; Gamedata.ini; Specialpower.ini and Weapon.ini Armor.ini: Here is where all the armor's are listed, for normal heroes, Create-a-Heroes, units, structures and also neutral things. Each armor type has a list of armor values under it, so say if you were looking for the stats of a Guardian, scroll down to the Dwarven Armor section and look for Guardian.

Here's how a Guardian's armor looks in the.ini files: Armor DwarvenGuardianArmor Armor = DEFAULT 100% Armor = SLASH 100% Armor = PIERCE 75%;; 150;; 110 Armor = SPECIALIST 50%;; 40 Armor = CRUSH 160%;; 100 Armor = SIEGE 100% Armor = FLAME 100% Armor = MAGIC 100% Armor = HERO 200% Armor = CAVALRY 200%;; 150 Armor = HERO_RANGED 140%;; 200 Armor = STRUCTURAL 120%;; 100 FlankedPenalty = 33%;; 50 Armor = CAVALRY_RANGED 110%;; Armor = POISON 60%;; End Each damage type is mentioned and how much damage is taken from that specific damage type in percentages. A 200% armor value indicates that that unit takes twice as much damage from that damage type. So if your Guardian gets attacked by a hero who deals 200 damage per hit, the Guardian takes 400 damage, cause 200 x 2 = 400.

A simple formula for how to calculate the damage taken is: Dt = Dd x (Av/100) Dt = Damage taken Dd = Damage dealt Av = Armor value If you want to know what units deal what sort of damage type, you'll have to use Weapon.ini which I will talk about later on. A sidenote, default is for all non-specified damage types so if a weapon doesn't have a damage type or a damagefx type (Extra damage type, replaces the normal damage type if that isn't listed), the damage type will be default.

So if a unit deals uruk damage, and it doesn't have a replacement damage type (damagefx), it'll turn to default. Heavy Armor: A lot of units in this game can get Heavy Armor as an upgrade, which greatly improves a units armor. Most armor values are halfed, but some are divided by 5, making that unit very resistant. Let's have a look at a Guardian's Heavy Armor: Armor DwarvenGuardianHeavyArmor Armor = DEFAULT 50%; 40% Armor = SLASH 50%; 40% Armor = PIERCE 30%; 20%;; 75 Armor = SPECIALIST 20%; Armor = CRUSH 80%; 50%;; 50 Armor = SIEGE 50%; 100% Armor = FLAME 30%; 0%;; 50 Armor = MAGIC 20%; 100%;; 50;; 30 Armor = HERO 100%; 50% Armor = HERO_RANGED 70%; 50%;; 100 Armor = CAVALRY 120%;; 75 Armor = STRUCTURAL 40%;; 20 FlankedPenalty = 50% Armor = CAVALRY_RANGED 70%;;;;30 Armor = POISON 30%;; End As you can see, if you compare this armor list to the normal one, that a lot of the values are a lot lower.

If you look at Magic damage, first it was 100%, so a Guardian would take normal damage from it, but with heavy armor, it only takes 20% or 1/5th of the damage dealt, making it survive 5 times longer than a normal Guardian, so if you are only facing units dealing magic damage (happens very rarely, unless you're vs Silverthorn archers alone), you practically have 5 normal guardians all in 1. Set.a.light 3d Studio Download Crack. Pretty effective he? All the;'s you see in the armor lists indicate that a change was applied so all the armor values behind the; belong to the past and previous patch versions.

Attributemodifier.ini: This is the.ini file where you can find all you need to know about buffs, spells, leaderships, abilities, debuffs, etc. All the names might seem a bit weird and difficult to you, not knowing to which hero or unit they apply. This info is listed in the unit specific files, and if you've found the right leadership, buff, spell, etc. You can look that name up in attributemodifier.ini where you will see if an ability can stack or not, what sort of buffs it gives. Let's have a look at a standard Armor Leadership: ModifierList GenericArmorLeadership Category = BUFF Modifier = ARMOR 50% Duration = 3000 FX = FX_GenericArmorLeadership;;FX_GenericLeadership ReplaceInCategoryIfLongest= Yes IgnoreIfAnticategoryActive= Yes End It's category is buff, so it doesn't stack with another Armor Leadership, cause buffs don't stack with other buffs unless they give different boni.

The buff it gives is +50% armor, which is obvious to see. The duration indicates how long it lasts if the unit is out of the radius of the hero/statue giving the leadership.

If you look at the top of this page, you'll see a long list of all sorts of modifiers (buff types like speed, damage, armor, etc.) and categories (like Leadership, Spell). Behind the each modifier, you see it say additive or multiplicative. Additive means that if you wanna give a +25% armor buff or a +30% range buff, that you you have to say Armor 25% or Range 30%.

Multiplicative means that if you want to give a +50% damage buff or a -25% speed buff, you'll have to say Damage 150% or Speed 75%, the main and only difference between the two is that additive is based from 0% and multiplicative from 100%. If you want to know more about Leaderships, Buffs, Spells, etc. Read Locke's and Celebrimor's articles on 1.05 Leadership and Leadership stacking: Gamedata.ini: The most important.ini file, this one contains almost all the basic date about every unit, building and hero. It's a huge file, so if you're looking for anything specific, use Ctrl + F to search for words. Looks really really cool!! But something I long for, experience information.

I see there are some definitions for expirience reward, but it doesn't define these values for everything. Where can I get or how can I create a full expirence reward sheet? I'd like Heros (at all levels), buildings, units, creeps etc. If upgrades affect exp given etc. I can build a spread sheet for it, but I can't find the raw data!

Please help thx All that is in experience.ini,but I haven't studied that one myself yet. It´s in ini.big, like almost all files that govern how the game works. Open it with the program finalbig.

Excellent guide Thorin. I skimmed over it and you seem to have addressed all the important parts. Just one suggestion: You could mention the various hordes.ini for the factions.

Those files are pretty important, because they hold the info of most of the standard buildable units. Thanks Gans, I'll mention the hordes.ini, I like those, you can make orc hordes consist of 100 orcs (instant horde bonus ). You should include the playertemplates.ini so that modders can add new heroes to their factions or the starting units! (but they have to properly modify the commandset for the fortress and the commandbutton things) You also need the upgrade.ini to create new upgrades (and to give them through leveling you need to put them into experiencelevels.ini too) I'm not very familiar with those and this is more like a basic.ini guide, but I'll look into them when I'm writing the next (will take a while though, need a lot more experience first ).

Coments are closed
Scroll to top