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When you think game's ready for bigger scale stuff and such i'd suggest you maybe putting it on Steam Greenlight...
Out of curosity... Is there actually a limit of factions hardcoded into the game?
They are not finished, therefore they haven't been put into demo version...
cah factions unlock*
of my game.dat altering project*
To gain more space*
or code leftovers*
which i may add or plan to achieve in future*
Sorry. I should've checked my words before posting and unfortunely five minutes edit time already passed. Oh well...
Hi Again Edain Team,
Remember the last talk about game.dat edit and cah factions unlcok?
Here's current preview of how my game.dat alter project: Youtube.com
So far it's possible to add 4 factions to CaH along with fifth one which would replace 'Neutral' on Cah Faction table.
It is possible aswell to make it 5 new cah factions along with 6th one as neutral replacement which would make six total.
Replacing 'Neutral' may sound bad but actually it does not seems to do anything since this table is mostly used only for CaH and 'Neutral' is unplayable anyways... To gain space for expanding Factions Table i had to remove some stuff below which was thankfully more than likely unused stuff or leftovers.
Currently there are only two things which i could or plan to do in future:
- Support '-mod' parameter so it would look for faction .ini file in mod's location
- Make game.dat use BFME2X's personal space for allocated faction names instead of random free chunks of space in game.dat (Which could allow longer than 16 - 24 letter faction names)...
I never expected anybody to make an actual translation...
It seems like i'il be able to play Edain Mod 3.8.1 with better understanding even before Edain Mod 4.0 release perhaps
I'il tell you guys when i'il make final version of CaH factions mod.
So far it's possible to add in two factions.
One can be added without replacing anything and second replaces 'Neutral' Faction on CaH Table which does not seems to do anything important since this Faction List is used by statistics page and CaH only from what i've analysed. Tho one way or another i'm planning to create a new CaH Factions table and make game.dat use it instead which should be long yet safest and best solution.
And going back to talk about game.dat editing...
I'd like to share with you my current progress about doing it which might come userful to Edain Mod in future when it will be finished perhaps: Dl.dropboxusercontent.com
Awesome work with Edain Mod Guys!
It looks very promising
I hope you will someday figure out somehow either with hex editing or assembly/diassembly stuff to modify game.dat to go beyond engine's limits...
Can't wait to play!
I've found this stuff stuff around:
Hopefully it will be helpful for you.
Just let me know if there is any other problematic stuff that needs to be fixed in comments section of bugfix.
Installation of Bugfix or The Mod Itself?
The Bugfix install instructions are in description of the download and the instructions of RJ-Rotwk are in installation.txt file which is located in RJ-Rotwk download aka RJ_RotWK_1_06.rar
If you have still some issues with installation feel free to leave another comment,
I can try to help you.
Unfortunely there's a hardcoded limit for 8 factions. So 9th and 10th faction can't use "Create A Hero'. I don't know myself much details about this. Thought the hardcoded limit is located within game.dat. That's where debug message "Token 'FactionName' is not a valid member of the index list" is located.
I'il try disassembling game.dat. If everything goes well it might be possible with Signature Scanning and some basic C++ interface to alter the limit i hope.
For now i can provide thought small workaround to use heroes:
1. Choose MotE or Rohan Faction
2. Open Heroes Tab
3. Let's say i want Bilbo Hero so i'il search him on list and click him (He's still grayed out on list thought)
4. Then i'il press the first letter of hero name on the keyboard, which in this case is B
And about the unplayability of MotE. I assume you meant crashes happening when playing as them. I've put up fix for that issue in 1.063 version.
Update: Nah, game.dat is stripped out of pdb symbols. All functions are just sub_ + integers and eventual strings. We are out of luck
Thanks, i probably won't make 1.07 version thought i might include in my bugfixes some new features aswell.
IMPORTANT NOTE: Sometimes Bugfix might not appear on list of downloads it is caused by Authorization Process which happens when new version of file is uploaded.
If there are any other major problems or minor yet problematic issues in RJ-RotWK Modification then please leave a comment about them. (Ideas, Suggestions or New Features are welcome aswell).
I can try somewhat fix n' update the stuff.
If that won't work you can try copying original witch king shortcut if you had it on desktop. Then in properties add at the end of first directory: -mod "C:\rota_demo1"
On my PC it would look like this: "C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\lotrbfme2ep1.exe" -mod "C:\rota_demo1"
Also: Sorry for very late reply,
Late as heck reply but i'il leave it for further advices
To update bfme 2 and witch king you just type in google
witch king patch 2.01
bfme 2 latest patch official
And it should bring you some results
Make sure you got latest version of witch king and bfme 2
If you don't have install patch and update them.
If it still doesnt works make sure you don't have any mods that can conflict with game.
Trees of power will be added to Amon Sul by standard if player plays as arnor. by standard if they were possible to be builded it would be quite too overpowered. They cannot be added for other factions since Trees unlock only Special Powers locked for player by standard :)
Put Folder rota_demo1 into Disc "D:\"
Right click on Rise Of The Arnor.lnk (Shortcut)
You should have two lines looking like that that can be modified
"C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\lotrbfme2ep1.exe" -mod "C:\rota_demo1"
"C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king"
Change first line into
"D:\Games\The Lord Of The Rings\The Battle For Middle Earth II The Rise Of The Witch-King\Game
\lotrbfme2ep1.exe" -mod "D:\rota_demo1"
And secound to
"D:\Games\The Lord Of The Rings\The Battle For Middle Earth II The Rise Of The Witch-King\Game"
MATSUDA what are you thinking your doing!
This is sooo freakin epic all those maps. Can't wait for the next one. I hope you will release it soon :)
I will think about it when i get more time. Currently I dont have alot of free time and i can't add new things to ROTA. Probatly in 2 - 3 weeks i will resume progress on mod
Looks not bad. But needs bit less lighting. IT should be darker :)
Looks scary & Pretty awesome :)
Mod looks very good. I'm waiting for release :)
Lol make sure you play slender source with tf_force_holiday 2