Greetings companions of Edain!
First, you must place all the right starting points, castles, outposts, settlements, and waypoints as have been specified in the last tutorial "Create your own maps" for all the outside players (not in the fortress).
As you can imagine, the fortress player is treated slightly differently.
First make sure you have set the required waypoints like the other players.
Now let's start building up the fortress:
Open the Place Object tool, and go to"ByNativeType/Civilian/SYSTEM/BaseCenterGeneric". This will serve as a virtual base that the game can recognize. Place it near your would-be citadel.
Now in Object Properties, fill it up as follows:
- General:
- Name: FestungX
- Team: Player_1/teamPlayer_1
- make sure that those options are the only ones ticked: Enabled - AI recruitable - Powered - Is a base
Then from the Objects tool, get any FestungenBuildingFoundation. You can find it in every faction preceded by the faction's name (e.x. GondorFestungenBuildingFoundation). Put it near the BaseCenterGeneric (you can put it under it for that matter), and fill up the properties as follows:
- General:
- Name: Festungsmap
- Team: Player_1/teamPlayer_1
- In Base: (not in any base)
- Enabled - AI recruitable - Powered - Indestructible
Now you have your base ready to be filled up.
Each Fortress needs a citadel. Once you find the appropriate citadel for your map, and placed it where you want, go to properties and fill up:
- General:
- Name: make sure you DON'T put any name, or at least anything other than Festung_1
- Team: Player_1/teamPlayer_1
- In Base: FestungX (you will notice that you get a new tab called "BaseProps")
Your Citadel is now ready! The only thing left is the build plots.
From any faction you want, select a "(faction name) FestungenBuildingFoundation" and place it wherever you want.
Set the properties as follows:
- Team: Player_1/teamPlayer_1
- In Base: FestungX (you will notice that you get a new tab called "BaseProps")
Setting the plot in the right angle is a little tricky, as it varies from building to building throughout all the factions. You have to try it yourself and check for suitable angles.
Voila! your fortress map should now work as an official Edain map
If you got any questions, feel free to post your comment on this article, or on the forum.
Best regards for all.
you should make a tutorial video step by step
That would be quite hard for me XD
but this tutorial shouldn't be too complicated for anyone with minimum world builder knowledge :)
This comment is currently awaiting admin approval, join now to view.
Can you make a fortress map with several users (more than 1 fortress a map basically)? And if so, how would you go about making it?
I thought I already answered you on the forum..
"No. Unfortunately it's not possible currently with the mod system.
Maybe in the future. Who knows :)"
Sorry, commented here first actually, and then (over 5 min later :P) I saw that you wanted the suggestions and questions on the forum, so couldn't change the comment above. My bad...
On another note, I am a stubborn bastard and am in the making of a map where there will be 2 people inside Helms deep, each one an owner of their respective parts :)
Hi. :)
Is still letting the AI use the other fortress in the map impossible, for now?
I'll explain. I'm modifying a Helm's Deep map with two fortresses behind the walls.
The AI using the main citadel is working flawlessly: it uses the building plots and its BaseCenterGeneric is under the name of FestungX, like you wrote in the guide.
The problem is with the other one: the author of the map called the other AI's BaseCenterGeneric FestungY.
If I use that fortress like a player, I'm able to build everything I want. If an AI uses it, it becomes stuck, not being able to build anything. Am I missing something?
Is this even possible to obtain?
I would had liked to play the Helm's Deep map as an attacker against two fully functional AIs.
Thank you. :)
The BFME2 AI can work just ok with free building system. However, with the new system that Edain introduced, they had to rework many parts of the AI. So far this "new" AI is incapable to work with two fortresses on the same map.
So as a general rule (for now) you can only have ONE (1) fortress on any given map, if you want an AI on that one.
However, if you want a multiplayer map only, you can do whatever you want.
I think I'll add this to the tutorial :P
Can something that is a non traditional citadel, like a fountain or a tower, be used as a citadel and given citadel functions? I saw under "EventList" there was a "FortressFunctions" option but that did not seem to do anything.