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Grey Havens (World Builder & Game Mods)
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Battle for Middle Earth II Heaven » Forums » Grey Havens (World Builder & Game Mods) » Can't edit ini.big
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Topic Subject:Can't edit ini.big
NotoriousJB
Dúnadan
posted 05-12-06 02:46 PM EDT (US)         
Hello, when i try to edit the ini.big, so i increase the population cap, and mooney etc...

it crashes and cannot play the game.
im trying to edit it with the elven guard mod.
thanks.

AuthorReplies:
Blood Phoenix
Redshirt
posted 05-12-06 04:56 PM EDT (US)     1 / 22       
It sounds like a bug in your code. I would advise going through and checking your new additions. Make sure everything there is correct, with no hitches. If your unsure, copy it in here and we'll take a look for you .

B L O O D P H O E N I X
Lurking at HG since 2004
NotoriousJB
Dúnadan
posted 05-12-06 05:22 PM EDT (US)     2 / 22       
How can i upload my ini.big because most of my changes were from the gamedata and there were ALOT.
Blood Phoenix
Redshirt
posted 05-12-06 05:50 PM EDT (US)     3 / 22       
Do you mean upload as in for others to download? If so I would advise as you seem quite new to the modding scene, to simply zip up the .BIG and upload here. If you meant in reference to when I said "copy", I would advise just copying the new additions you made into a post.

B L O O D P H O E N I X
Lurking at HG since 2004
NotoriousJB
Dúnadan
posted 05-13-06 09:19 PM EDT (US)     4 / 22       
http://rapidshare.de/files/20399304/ini.big.html
i dont think theres an error.
i think its just my game
NotoriousJB
Dúnadan
posted 05-16-06 04:34 PM EDT (US)     5 / 22       
PLZ help
Blood Phoenix
Redshirt
posted 05-17-06 11:56 AM EDT (US)     6 / 22       
I'm afraid we need you to tell us where you've changed code. Which files in perticular have you changed?

B L O O D P H O E N I X
Lurking at HG since 2004
NotoriousJB
Dúnadan
posted 05-17-06 03:12 PM EDT (US)     7 / 22       
well, all in changing money. like in farm i changed on the amount of money it gave when it resources. for ALL factions btw.

and the population cap and changing hero teams in player template.

thats it. the money and pop cap are in gamedata.

Blood Phoenix
Redshirt
posted 05-17-06 04:49 PM EDT (US)     8 / 22       
On further evaluation it could be a game version mismatch. The elven guard mod was probably developed for either patch 1.1 or 1.2. This would mean the game would crash due to inequalitys. I would say this is probably the reason.

B L O O D P H O E N I X
Lurking at HG since 2004
NotoriousJB
Dúnadan
posted 05-17-06 07:59 PM EDT (US)     9 / 22       
im using 1.1
Blood Phoenix
Redshirt
posted 05-19-06 06:07 AM EDT (US)     10 / 22       
So your using the correct patch to match the mod? Hm, weird. Well really theres far to much code there to trawl through... If you could copy/paste what you've edited here, it would be great and make my life alot easier.

B L O O D P H O E N I X
Lurking at HG since 2004
NotoriousJB
Dúnadan
posted 05-19-06 11:02 AM EDT (US)     11 / 22       

;;; COMMAND POINTS FOR SOLO PLAY HUMAN (INCLUDING LIVING WORLD) ;;;
;
;Command points are: [starting value] [maximum value].
;

GoodCommandPoints = 4000 5000
EvilCommandPoints = 4000 5000

GoodCommandPointsBonus = 20 ; bonuses for every territory captures in living world
EvilCommandPointsBonus = 50

;;; COMMAND POINTS FOR SOLO PLAY AI ;;;
GoodCommandPointsAI = 4000 5000
EvilCommandPointsAI = 4000 5000

;;; COMMAND POINTS FOR MULTIPLAY ;;;
GoodCommandPointsMP2 = 4000 5000; 2 players
EvilCommandPointsMP2 = 4000 5000

GoodCommandPointsMP3 = 4000 5000; 3 players
EvilCommandPointsMP3 = 4000 5000

GoodCommandPointsMP4 = 4000 5000; 4 players
EvilCommandPointsMP4 = 4000 5000

GoodCommandPointsMP5 = 4000 5000; 5 players
EvilCommandPointsMP5 = 4000 5000

GoodCommandPointsMP6 = 4000 5000; 6 players
EvilCommandPointsMP6 = 4000 5000

GoodCommandPointsMP7 = 4000 5000; 7 players
EvilCommandPointsMP7 = 4000 5000

GoodCommandPointsMP8 = 4000 5000; 8 players

PlayerTemplate FactionMen
Side = Men
PlayableSide = Yes
Evil = No
StartMoney = 0
MaxLevelMP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor= R:43 G:150 B:179
StartingBuilding= MenFortress

;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 = GondorFighterHorde
;StartingUnitOffset0 = X:-60 Y:185 Z:0


StartingUnit1 = MenPorter
StartingUnitOffset1 = X:30 Y:200 Z:0
StartingUnit0 = MenPorter
StartingUnitOffset0 = X:1 Y:130 Z:0

StartingUnitTacticalWOTR= MenPorter;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
StartingUnitTacticalWOTR= MenPorter
IntrinsicSciences= SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_MEN
SpellBook= GoodSpellBook
SpellBookMp= MenSpellBook
PurchaseScienceCommandSet= GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP= MenSpellStoreCommandSet
DisplayName= INI:FactionMen
DefaultPlayerAIType= MenSkirmishAI
BeaconName= MultiplayerBeacon
LightPointsUpSound= GondorLightPointsUp
ObjectiveAddedSound= Gui_MissionObjectiveNew
ObjectiveCompletedSound= Gui_MissionObjectiveCompleted
InitialUpgrades= Upgrade_MenFaction;Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP= CreateAHero RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf RohanMerry RohanPippin RohanSam RohanFrodo DwarvenGloin DwarvenGimli ElvenLegolas
BuildableRingHeroesMP= ElvenGaladriel_RingHero
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues= 100 100 100 95 90 85 80 75 71 68 66
MultiSelectionPortrait= UPGondor_Army
LoadScreenMusic= Shell2MusicForLoadScreen
End

;//Old values
;ResourceModifierValues= 100 100 100 100 100 100 95 90 85 80 75 71 68 66

PlayerTemplate FactionTutorial
Side = Men
PlayableSide = No
Evil = No
StartMoney = 0
MaxLevelMP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor= R:43 G:150 B:179
StartingBuilding= MenFortress

;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 = GondorFighterHorde
;StartingUnitOffset0 = X:-60 Y:185 Z:0

StartingUnit0 = MenPorter
StartingUnitOffset0 = X:30 Y:200 Z:0
StartingUnit1 = MenPorter
StartingUnitOffset1 = X:1 Y:130 Z:0

StartingUnitTacticalWOTR= MenPorter;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
StartingUnitTacticalWOTR= MenPorter
IntrinsicSciences= SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_MEN
SpellBook= GoodSpellBook
SpellBookMp= MenSpellBook
PurchaseScienceCommandSet= TutorialSpellStoreCommandSet
PurchaseScienceCommandSetMP= MenSpellStoreCommandSet
DisplayName= INI:FactionMen
DefaultPlayerAIType= MenSkirmishAI
BeaconName= MultiplayerBeacon
LightPointsUpSound= GondorLightPointsUp
ObjectiveAddedSound= Gui_MissionObjectiveNew
ObjectiveCompletedSound= Gui_MissionObjectiveCompleted
InitialUpgrades= Upgrade_MenFaction;Any upgrades this player template is born with.

// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP= CreateAHero RohanFrodo RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf
BuildableRingHeroesMP= ElvenGaladriel_RingHero
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues= 100 100 100 95 90 85 80 75 71 68 66
MultiSelectionPortrait= UPGondor_Army
LoadScreenMusic= Shell2MusicForLoadScreen
End

PlayerTemplate FactionElves
Side = Elves
PlayableSide = Yes; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function.
Evil = No
StartMoney = 0
MaxLevelMP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor= R:43 G:150 B:179
StartingBuilding= ElvenFortress

;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 = ElvenLorienArcherHorde
;StartingUnitOffset0 = X:-70 Y:220 Z:0


StartingUnit1 = ElvenPorter
StartingUnitOffset1 = X:30 Y:250 Z:0
StartingUnit0 = ElvenPorter
StartingUnitOffset0 = X:1 Y:160 Z:0

StartingUnitTacticalWOTR= ElvenPorter
StartingUnitTacticalWOTR= ElvenPorter
IntrinsicSciences= SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_ELVES
SpellBook= GoodSpellBook
SpellBookMp= ElvesSpellBook
PurchaseScienceCommandSet= GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP= ElvesSpellStoreCommandSet
DisplayName= INI:FactionElves
DefaultPlayerAIType= ElvesSkirmishAI; Needs to exist before I can change it.
BeaconName= MultiplayerBeacon
LightPointsUpSound= GondorLightPointsUp
ObjectiveAddedSound= Gui_MissionObjectiveNew
ObjectiveCompletedSound= Gui_MissionObjectiveCompleted
InitialUpgrades= Upgrade_ElfFaction;Any upgrades this player template is born with.

// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP= CreateAHero ElvenHaldir ElvenGlorfindel ElvenArwen ElvenLegolas ElvenThranduil ElvenElrond GondorGwaihir ElvenGaladriel GondorAragorn DwarvenGloin DwarvenGimli
BuildableRingHeroesMP= ElvenGaladriel_RingHero
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues= 100 100 100 95 90 85 80 75 71 68 66
MultiSelectionPortrait= UPElvenArmy
LoadScreenMusic= Shell2MusicForLoadScreen
End

PlayerTemplate FactionDwarves
Side = Dwarves
PlayableSide = Yes; Please note: the presence of "SIDEwarves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function.
Evil = No
StartMoney = 0
MaxLevelMP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor= R:43 G:150 B:179
StartingBuilding= DwarvenFortress

;------------- NO STARTING UNITS FOR YOU -------

StartingUnit0 = DwarvenPorter
StartingUnitOffset0 = X:1 Y:230 Z:0
StartingUnit1 = DwarvenPorter
StartingUnitOffset1 = X:1 Y:150 Z:0

StartingUnitTacticalWOTR= DwarvenPorter
StartingUnitTacticalWOTR= DwarvenPorter
IntrinsicSciences= SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_DWARVES
SpellBook= GoodSpellBook
SpellBookMp= DwarvesSpellBook
PurchaseScienceCommandSet= GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP= DwarvesSpellStoreCommandSet
DisplayName= INI:FactionDwarves
DefaultPlayerAIType= DwarvesSkirmishAI; Needs to exist before I can change it.
BeaconName= MultiplayerBeacon
LightPointsUpSound= GondorLightPointsUp
ObjectiveAddedSound= Gui_MissionObjectiveNew
ObjectiveCompletedSound= Gui_MissionObjectiveCompleted
InitialUpgrades= Upgrade_DwarfFaction;Any upgrades this player template is born with.

// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP= CreateAHero DwarvenGloin DwarvenGimli DwarvenDain GondorAragorn ElvenLegolas TomBombadil
BuildableRingHeroesMP= ElvenGaladriel_RingHero
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues= 100 100 100 95 90 85 80 75 71 68 66
MultiSelectionPortrait= UPDwarvenArmy
LoadScreenMusic= Shell2MusicForLoadScreen
End

PlayerTemplate FactionIsengard
Side = Isengard
PlayableSide = Yes
Evil = Yes
StartMoney = 0
MaxLevelMP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_EVIL PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor= R:216 G:175 B:48
StartingBuilding= IsengardFortress

;------------- NO STARTING UNITS FOR YOU -------

StartingUnit0 = IsengardPorter
StartingUnitOffset0 = X:1 Y:230 Z:0

StartingUnit1 = IsengardPorter
StartingUnitOffset1 = X:1 Y:150 Z:0

StartingUnitTacticalWOTR= IsengardPorter
StartingUnitTacticalWOTR= IsengardPorter
IntrinsicSciences= SCIENCE_EVIL
IntrinsicSciencesMP= SCIENCE_ISENGARD
DefaultPlayerAIType = IsengardSkirmishAI
SpellBook= EvilSpellBook
SpellBookMp= IsengardSpellBook
PurchaseScienceCommandSet= EvilSpellStoreCommandSet
PurchaseScienceCommandSetMP= IsengardSpellStoreCommandSet
DisplayName= INI:FactionIsengard
BeaconName= MultiplayerBeacon
LightPointsUpSound= IsengardLightPointsUp
ObjectiveAddedSound= Gui_MissionObjectiveNew
ObjectiveCompletedSound= Gui_MissionObjectiveCompleted

// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP= CreateAHero IsengardWormTongue IsengardLurtz IsengardSharku IsengardSaruman MordorSauron
BuildableRingHeroesMP= MordorSauron_RingHero
InitialUpgrades= Upgrade_IsengardDualEconomyChoice Upgrade_IsengardFaction Upgrade_EvilDualEconomyChoice;Any upgrades this player template is born with.
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues= 100 100 100 95 90 85 80 75 71 68 66
MultiSelectionPortrait= UPIsengard_Army
LoadScreenMusic= Shell2MusicForLoadScreen
End

PlayerTemplate FactionMordor
Side= Mordor
PlayableSide = Yes
Evil = Yes
StartMoney = 0
MaxLevelMP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_EVIL PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor= R:175 G:49 B:33
StartingBuilding= MordorFortress

;------------- NO STARTING UNITS FOR YOU -------
StartingUnit0 = MordorPorter
StartingUnitOffset0 = X:1 Y:240 Z:0

StartingUnit1 = MordorPorter
StartingUnitOffset1 = X:1 Y:190 Z:0

StartingUnitTacticalWOTR= MordorPorter
StartingUnitTacticalWOTR= MordorPorter
IntrinsicSciences= SCIENCE_EVIL
IntrinsicSciencesMP = SCIENCE_MORDOR
SpellBook= EvilSpellBook
SpellBookMp= MordorSpellBook
PurchaseScienceCommandSet= EvilSpellStoreCommandSet
PurchaseScienceCommandSetMP= MordorSpellStoreCommandSet
DisplayName= INI:FactionMordor
DefaultPlayerAIType= MordorSkirmishAI
BeaconName= MultiplayerBeacon
LightPointsUpSound= MordorLightPointsUp
ObjectiveAddedSound= Gui_MissionObjectiveNew
ObjectiveCompletedSound= Gui_MissionObjectiveCompleted
InitialUpgrades= Upgrade_MordorDualEconomyChoice Upgrade_MordorFaction Upgrade_EvilDualEconomyChoice;Any upgrades this player template is born with.

// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP= CreateAHero EvilMenBlackRider EvilMenBlackRider EvilMenBlackRider MordorMouthOfSauron MordorFellBeast MordorFellBeast MordorWitchKingOnFellBeast // MordorGothmog NeutralGollum
BuildableRingHeroesMP= MordorSauron_RingHero
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues= 100 100 100 95 90 85 80 75 71 68 66
MultiSelectionPortrait= UPMordor_Army
LoadScreenMusic= Shell2MusicForLoadScreen
End

PlayerTemplate FactionWild
Side= Wild
PlayableSide= Yes
Evil= Yes
StartMoney= 0
MaxLevelMP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP= #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_EVIL PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor= R:84 G:114 B:71
StartingBuilding= WildFortress

;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 = GoblinFighterHorde
;StartingUnitOffset0 = X:-60 Y:200 Z:0

StartingUnit1 = WildPorter
StartingUnitOffset1 = X:30 Y:215 Z:0

StartingUnit0 = WildPorter
StartingUnitOffset0 = X:1 Y:120 Z:0
StartingUnitTacticalWOTR= WildPorter
StartingUnitTacticalWOTR= WildPorter
IntrinsicSciences= SCIENCE_EVIL
IntrinsicSciencesMP= SCIENCE_WILD
DefaultPlayerAIType= WildSkirmishAI
SpellBook= EvilSpellBook
SpellBookMp= WildSpellBook
PurchaseScienceCommandSet= EvilSpellStoreCommandSet
PurchaseScienceCommandSetMP= WildSpellStoreCommandSet
DisplayName= INI:FactionWild
BeaconName= MultiplayerBeacon
LightPointsUpSound= IsengardLightPointsUp
ObjectiveAddedSound= Gui_MissionObjectiveNew
ObjectiveCompletedSound= Gui_MissionObjectiveCompleted
InitialUpgrades= Upgrade_WildFaction Upgrade_GoblinDualEconomyChoice Upgrade_EvilDualEconomyChoice //Any upgrades this player template is born with.

// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP= CreateAHero WildGoblinKing WildShelob Drogoth // Alatar Pallando Drogoth
BuildableRingHeroesMP= MordorSauron_RingHero
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues= 100 100 100 95 90 85 80 75 71 68 66
MultiSelectionPortrait= UPGoblinArmy
LoadScreenMusic= Shell2MusicForLoadScreen

;------------------------FARM-------------
#define GONDOR_FARM_BUILDCOST300
#define GONDOR_FARM_BUILDTIME15
#define GONDOR_FARM_HEALTH1500
#define GONDOR_FARM_HEALTH_DAMAGED666
#define GONDOR_FARM_HEALTH_REALLY_DAMAGED333
#defineGONDOR_FARM_SHROUD_CLEAR300
#define GONDOR_FARM_MONEY_TIME 6000
#define GONDOR_FARM_MONEY_AMOUNT500
#define GONDOR_FARM_MONEY_RANGE300; 200

#defineGONDOR_FARM_LVL1_EXP_AWARD 40
#defineGONDOR_FARM_LVL2_EXP_AWARD 50
#defineGONDOR_FARM_LVL3_EXP_AWARD 60

#define GONDOR_FARM_LVL2_EXP_NEEDED1200 ;750
#define GONDOR_FARM_LVL3_EXP_NEEDED 2700 ;5000

#defineGONDOR_FARM_LVL2_HP_ADD 500
#defineGONDOR_FARM_LVL3_HP_ADD 1000

#define GONDOR_FARM_LVL2_PRODUCTION 1.25
#define GONDOR_FARM_LVL3_PRODUCTION 1.5
#defineGONDOR_FARM_BOUNTY_VALUE62

#define GOBLIN_MINE_BUILDCOST300
#define GOBLIN_MINE_BUILDTIME15

#define GOBLIN_MINE_HEALTH1500
#define GOBLIN_MINE_HEALTH_DAMAGED1000
#define GOBLIN_MINE_HEALTH_REALLY_DAMAGED500


#define GOBLIN_MINE_LEVEL2_UPGRADE_COST500
#define GOBLIN_MINE_LEVEL2_UPGRADE_BUILDTIME 30
#define GOBLIN_MINE_LEVEL3_UPGRADE_COST1000
#define GOBLIN_MINE_LEVEL3_UPGRADE_BUILDTIME60
#defineGOBLIN_MINE_BOUNTY_VALUE75
#defineGOBLIN_MINE_VISION_RANGE160
#defineGOBLIN_MINE_SHROUD_CLEAR300

#define GOBLIN_MINE_LVL2_EXP_NEEDED2400
#define GOBLIN_MINE_LVL3_EXP_NEEDED 4800
#defineGOBLIN_MINE_LVL1_EXP_AWARD 40
#defineGOBLIN_MINE_LVL2_EXP_AWARD 50
#defineGOBLIN_MINE_LVL3_EXP_AWARD 60

#define GOBLIN_MINE_LVL2_HP_ADD500
#define GOBLIN_MINE_LVL3_HP_ADD1000

#define GOBLIN_MINE_MONEY_TIME 6000
#define GOBLIN_MINE_MONEY_AMOUNT500
#define GOBLIN_MINE_MONEY_RANGE300

#defineGOBLIN_MINE_TREE_LVL2_HP_ADD 1500
#defineGOBLIN_MINE_TREE_LVL3_HP_ADD 1500

;------------------------STRUCTURES------------------------- -----------------------
;------------------------MALLORN TREE-------------
#define ELVEN_MALLORN_TREE_MONEY_TIME 6000; in milliseconds
#define ELVEN_MALLORN_TREE_MONEY_AMOUNT500; cash amount to deposit every DepositTiming
#define ELVEN_MALLORN_TREE_MONEY_RANGE300

#define ELVEN_MALLORN_TREE_BUILDCOST300
#define ELVEN_MALLORN_TREE_BUILDTIME15
#define ELVEN_MALLORN_TREE_LEVEL2_UPGRADE_COST500
#define ELVEN_MALLORN_TREE_LEVEL2_UPGRADE_BUILDTIME30
#define ELVEN_MALLORN_TREE_LEVEL3_UPGRADE_COST1000
#define ELVEN_MALLORN_TREE_LEVEL3_UPGRADE_BUILDTIME60
#defineELVEN_MALLORN_TREE_SHROUD_CLEAR300
#define ELVEN_MALLORN_TREE_HEALTH3000
#define ELVEN_MALLORN_TREE_HEALTH_DAMAGED2000
#define ELVEN_MALLORN_TREE_HEALTH_REALLY_DAMAGED1000

#defineELVEN_MALLORN_TREE_LVL1_EXP_AWARD 40
#defineELVEN_MALLORN_TREE_LVL2_EXP_AWARD 50
#defineELVEN_MALLORN_TREE_LVL3_EXP_AWARD 60

#define ELVEN_MALLORN_TREE_LVL2_EXP_NEEDED1000
#define ELVEN_MALLORN_TREE_LVL3_EXP_NEEDED 4000

#defineELVEN_MALLORN_TREE_LVL2_HP_ADD 500
#defineELVEN_MALLORN_TREE_LVL3_HP_ADD 1000

#define ELVEN_MALLORN_TREE_LVL2_BUILD_SPEED 1.10
#define ELVEN_MALLORN_TREE_LVL3_BUILD_SPEED 1.25

#defineELVEN_MALLORN_TREE_BOUNTY_VALUE75
;------------------------MINE SHAFT -------------

#define DWARVEN_MINE_BUILDCOST300
#define DWARVEN_MINE_BUILDTIME15

#define DWARVEN_MINE_HEALTH1500

#define DWARVEN_MINE_LEVEL2_UPGRADE_COST500
#define DWARVEN_MINE_LEVEL2_UPGRADE_BUILDTIME 30
#define DWARVEN_MINE_LEVEL3_UPGRADE_COST1000
#define DWARVEN_MINE_LEVEL3_UPGRADE_BUILDTIME60
#defineDWARVEN_MINE_BOUNTY_VALUE75
#defineDWARVEN_MINE_VISION_RANGE160
#defineDWARVEN_MINE_SHROUD_CLEAR300

#define DWARVEN_MINE_LVL2_EXP_NEEDED2400
#define DWARVEN_MINE_LVL3_EXP_NEEDED 4800
#defineDWARVEN_MINE_LVL1_EXP_AWARD 40
#defineDWARVEN_MINE_LVL2_EXP_AWARD 50
#defineDWARVEN_MINE_LVL3_EXP_AWARD 60

#define DWARVEN_MINE_LVL2_HP_ADD500
#define DWARVEN_MINE_LVL3_HP_ADD1000

#define DWARVEN_MINE_MONEY_TIME 6000
#define DWARVEN_MINE_MONEY_AMOUNT500
#define DWARVEN_MINE_MONEY_RANGE300
;------------------------SLAUGHTERHOUSE-------------
#define MORDOR_SLAUGHTERHOUSE_BUILDCOST300
#define MORDOR_SLAUGHTERHOUSE_BUILDTIME15
#define MORDOR_SLAUGHTERHOUSE_HEALTH1000
#define MORDOR_SLAUGHTERHOUSE_HEALTH_DAMAGED666
#define MORDOR_SLAUGHTERHOUSE_HEALTH_REALLY_DAMAGED333
#defineMORDOR_SLAUGHTERHOUSE_SHROUD_CLEAR300
#defineMORDOR_SLAUGHTERHOUSE_VISION_RANGE160
#define MORDOR_SLAUGHTERHOUSE_MONEY_TIME 6000
#define MORDOR_SLAUGHTERHOUSE_MONEY_AMOUNT500
#define MORDOR_SLAUGHTERHOUSE_MONEY_RANGE300

#defineMORDOR_SLAUGHTERHOUSE_LVL1_EXP_AWARD 40
#defineMORDOR_SLAUGHTERHOUSE_LVL2_EXP_AWARD 50
#defineMORDOR_SLAUGHTERHOUSE_LVL3_EXP_AWARD 60

#define MORDOR_SLAUGHTERHOUSE_LVL2_EXP_NEEDED1200 ;750
#define MORDOR_SLAUGHTERHOUSE_LVL3_EXP_NEEDED 2700 ;3000

#define MORDOR_SLAUGHTERHOUSE_LVL2_HP_ADD 500
#define MORDOR_SLAUGHTERHOUSE_LVL3_HP_ADD 1000

#define MORDOR_SLAUGHTERHOUSE_LVL2_PRODUCTION 1.2 ;1.34
#define MORDOR_SLAUGHTERHOUSE_LVL3_PRODUCTION 1.12 ;1.25
#defineMORDOR_SLAUGHTERHOUSE_BOUNTY_VALUE75

;//------------------------FURNACE-------------
#define ISENGARD_FURNACE_BUILDCOST300
#define ISENGARD_FURNACE_BUILDTIME15
#define ISENGARD_FURNACE_HEALTH1000
#define ISENGARD_FURNACE_HEALTH_DAMAGED666
#define ISENGARD_FURNACE_HEALTH_REALLY_DAMAGED333
#defineISENGARD_FURNACE_SHROUD_CLEAR300
#defineISENGARD_FURNACE_VISION_RANGE160
#define ISENGARD_FURNACE_MONEY_TIME 6000
#define ISENGARD_FURNACE_MONEY_AMOUNT500
#define ISENGARD_FURNACE_MONEY_RANGE300

#defineISENGARD_FURNACE_LVL1_EXP_AWARD 40
#defineISENGARD_FURNACE_LVL2_EXP_AWARD 50
#defineISENGARD_FURNACE_LVL3_EXP_AWARD 60

#define ISENGARD_FURNACE_LVL2_EXP_NEEDED1200
#define ISENGARD_FURNACE_LVL3_EXP_NEEDED 2700

#define ISENGARD_FURNACE_LVL2_HP_ADD 500
#define ISENGARD_FURNACE_LVL3_HP_ADD 1000

#define ISENGARD_FURNACE_LVL2_PRODUCTION 1.2
#define ISENGARD_FURNACE_LVL3_PRODUCTION 1.12
#defineISENGARD_FURNACE_BOUNTY_VALUE75

Blood Phoenix
Redshirt
posted 05-19-06 11:33 AM EDT (US)     12 / 22       
Looking at the pop cap increase, it may be that you're PC simply can't handle that high amount. Try lowering it, and see what the result is.
Also, a printscreen of the error would help .

B L O O D P H O E N I X
Lurking at HG since 2004
NotoriousJB
Dúnadan
posted 05-19-06 01:27 PM EDT (US)     13 / 22       
http://img355.imageshack.us/my.php?image=untitled1qc.jpg

no its not the pop cap.
my other ini can handle it.

Blood Phoenix
Redshirt
posted 05-19-06 01:57 PM EDT (US)     14 / 22       
That isn't a code fault, it means your PC can't handle the new editions. If it were a code fault, it would show the error point.
I would advise rewriting your new additions and making them more realistic.

B L O O D P H O E N I X
Lurking at HG since 2004
NotoriousJB
Dúnadan
posted 05-19-06 02:22 PM EDT (US)     15 / 22       
No, it is a code fault.
I have a different ini with the SAME additions.
it works.
not this one though.
Blood Phoenix
Redshirt
posted 05-20-06 06:53 AM EDT (US)     16 / 22       
I'm sorry Notorious but your not explaining very well. You have another INI with the same additions which works? Well, why not just use that?

B L O O D P H O E N I X
Lurking at HG since 2004
NotoriousJB
Dúnadan
posted 05-20-06 12:20 PM EDT (US)     17 / 22       
^because i want to elven guard mod.
Blood Phoenix
Redshirt
posted 05-20-06 12:45 PM EDT (US)     18 / 22       
Ok, like I said previously its because the INIs are different versions. You'll need to reprogramme the elven guard mod to work with your new INI.

B L O O D P H O E N I X
Lurking at HG since 2004
NotoriousJB
Dúnadan
posted 05-20-06 09:56 PM EDT (US)     19 / 22       
there both the same version.
just one has differentmmod
Blood Phoenix
Redshirt
posted 05-21-06 07:21 AM EDT (US)     20 / 22       
Well obviously theres a code inconsistancy between the two mods. My advice is still the same - reprogramme the Elven Guard Mod into your other mod, and see if it works.

B L O O D P H O E N I X
Lurking at HG since 2004
NotoriousJB
Dúnadan
posted 05-21-06 07:14 PM EDT (US)     21 / 22       
would you know which files elven guard mod replaces in ini??
Blood Phoenix
Redshirt
posted 05-22-06 11:14 AM EDT (US)     22 / 22       
I'm afraid I don't sorry, as I've never used the mod myself. .
Try getting in contact with the author - I'm sure he'll be willing to tell you .

B L O O D P H O E N I X
Lurking at HG since 2004
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