home *** CD-ROM | disk | FTP | other *** search
/ GameStar 2006 April / Gamestar_83_2006-04_dvd.iso / Dema / lotrbfme2_demo.exe / INI.big / data_ini_playertemplate.ini < prev    next >
Text File  |  2006-01-31  |  18KB  |  390 lines

  1. ;//////////////////////////////////////////////////////////////////////////////
  2. ;FILE: PlayerTemplate.ini (SYSTEM) ///////////////////////////////////////////////////
  3. ;//////////////////////////////////////////////////////////////////////////////
  4.  
  5.  
  6. ;//////////////////////////////////////////////////////////////////////////////
  7. ;Note Note Note Note Note Note Note Note Note Note Note Note Note
  8. ;//////////////////////////////////////////////////////////////////////////////
  9. ; There is a dependency between the player template member Side and the ControlBarScheme.ini
  10. ; files side.  If you add a new side here, make sure the ControlBarScheme.ini contains a new
  11. ; control bar with that new side as its side.  Otherwise it will use the Observer8x6 control bar.
  12. ; Talk to CLH if there's issues with this.
  13. ;//////////////////////////////////////////////////////////////////////////////
  14. ;Note Note Note Note Note Note Note Note Note Note Note Note Note
  15. ;//////////////////////////////////////////////////////////////////////////////
  16.  
  17. ;------------------------------------------------------------------------------------------------------
  18. ;
  19. ; These are resource structures that are affected by resource modifiers.
  20. ;
  21. #define RESOURCE_MODIFIER_OBJECT_FILTER ANY +GondorFarm +GondorFarmMultiplayer +DwarvenMineShaft +ElvenMallornTree +IsengardFurnace +IsengardLumberMill +MordorLumberMill +MordorSlaughterHouse +WildMineShaft
  22. ;
  23. ;
  24. ;------------------------------------------------------------------------------------------------------
  25.  
  26. PlayerTemplate FactionCivilian
  27.     Side              = Civilian
  28.     PlayableSide      = No
  29.     StartMoney        = 0
  30.     PreferredColor    = R:64 G:64 B:64
  31.     IntrinsicSciences = None
  32.     DisplayName       = INI:FactionCivilian
  33.     ScoreScreenImage  = MutiPlayer_ScoreScreen
  34.     LoadScreenMusic   = Shell2MusicForLoadScreen
  35. End
  36.  
  37. PlayerTemplate FactionNeutral
  38.     Side              = Neutral
  39.     PlayableSide      = No
  40.     StartMoney        = 0
  41.     PreferredColor    = R:64 G:64 B:64
  42.     IntrinsicSciences = None
  43.     DisplayName       = INI:FactionNeutral
  44.     ScoreScreenImage  = MutiPlayer_ScoreScreen
  45.     LoadScreenMusic   = Shell2MusicForLoadScreen
  46. End
  47.  
  48. PlayerTemplate FactionObserver
  49.     Side              = Observer
  50.     PlayableSide      = No
  51.     IsObserver        = Yes
  52.     StartMoney        = 0
  53.     PreferredColor    = R:64 G:64 B:64
  54.     IntrinsicSciences = None
  55.     DisplayName       = INI:FactionObserver
  56.     ScoreScreenImage  = MutiPlayer_ScoreScreen
  57.     LoadScreenImage   = Mp_Load
  58.     LoadScreenMusic   = Shell2MusicForLoadScreen
  59.     BeaconName        = MultiplayerBeacon
  60.     SideIconImage     = GameinfoOBSRVR
  61. End
  62.  
  63. PlayerTemplate FactionMen
  64.     Side                          = Men
  65.     PlayableSide                  = Yes
  66.     Evil                          = No
  67.     StartMoney                    = 0
  68.     MaxLevelMP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
  69.     MaxLevelSP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
  70.     PreferredColor                = R:43 G:150 B:179
  71.     StartingBuilding            = MenFortress
  72.     
  73.     ;------------- NO STARTING UNITS FOR YOU -------
  74.     ;StartingUnit0 = GondorFighterHorde 
  75.     ;StartingUnitOffset0 = X:-60 Y:185 Z:0
  76.     
  77.     
  78.     StartingUnit1 = MenPorter 
  79.     StartingUnitOffset1 = X:30 Y:200 Z:0
  80.     StartingUnit0 = MenPorter 
  81.     StartingUnitOffset0 = X:1 Y:130 Z:0
  82.     
  83.     StartingUnitTacticalWOTR        = MenPorter            ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
  84.     StartingUnitTacticalWOTR        = MenPorter
  85.     IntrinsicSciences            = SCIENCE_GOOD
  86.     IntrinsicSciencesMP         = SCIENCE_MEN
  87.     SpellBook                    = GoodSpellBook
  88.     SpellBookMp                    = MenSpellBook
  89.     PurchaseScienceCommandSet    = GoodSpellStoreCommandSet
  90.     PurchaseScienceCommandSetMP    = MenSpellStoreCommandSet
  91.     DisplayName                    = INI:FactionMen
  92.     DefaultPlayerAIType            = MenSkirmishAI
  93.     BeaconName                    = MultiplayerBeacon
  94.     LightPointsUpSound            = GondorLightPointsUp
  95.     ObjectiveAddedSound            = Gui_MissionObjectiveNew
  96.     ObjectiveCompletedSound        = Gui_MissionObjectiveCompleted
  97.     InitialUpgrades                = Upgrade_MenFaction    ;Any upgrades this player template is born with.
  98.     // 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 
  99.     // attached to the first two buttons in the command set.
  100.     BuildableHeroesMP            = CreateAHero RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf 
  101.     BuildableRingHeroesMP        = ElvenGaladriel_RingHero
  102.     SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
  103.     SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
  104.     ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
  105.     ResourceModifierValues        = 100 100 100 95 90 85 80 75 71 68 66
  106.     MultiSelectionPortrait        = UPGondor_Army
  107.     LoadScreenMusic                = Shell2MusicForLoadScreen
  108. End
  109.  
  110.     ;//Old values
  111.     ;ResourceModifierValues        = 100 100 100 100 100 100 95 90 85 80 75 71 68 66
  112.     
  113. PlayerTemplate FactionTutorial
  114.     Side                          = Men
  115.     PlayableSide                  = No
  116.     Evil                          = No
  117.     StartMoney                    = 0
  118.     MaxLevelMP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
  119.     MaxLevelSP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
  120.     PreferredColor                = R:43 G:150 B:179
  121.     StartingBuilding            = MenFortress
  122.     
  123.     ;------------- NO STARTING UNITS FOR YOU -------
  124.     ;StartingUnit0 = GondorFighterHorde 
  125.     ;StartingUnitOffset0 = X:-60 Y:185 Z:0
  126.     
  127.     StartingUnit0 = MenPorter 
  128.     StartingUnitOffset0 = X:30 Y:200 Z:0
  129.     StartingUnit1 = MenPorter 
  130.     StartingUnitOffset1 = X:1 Y:130 Z:0
  131.     
  132.     StartingUnitTacticalWOTR        = MenPorter            ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
  133.     StartingUnitTacticalWOTR        = MenPorter
  134.     IntrinsicSciences            = SCIENCE_GOOD
  135.     IntrinsicSciencesMP         = SCIENCE_MEN
  136.     SpellBook                    = GoodSpellBook
  137.     SpellBookMp                    = MenSpellBook
  138.     PurchaseScienceCommandSet    = TutorialSpellStoreCommandSet
  139.     PurchaseScienceCommandSetMP    = MenSpellStoreCommandSet
  140.     DisplayName                    = INI:FactionMen
  141.     DefaultPlayerAIType            = MenSkirmishAI
  142.     BeaconName                    = MultiplayerBeacon
  143.     LightPointsUpSound            = GondorLightPointsUp
  144.     ObjectiveAddedSound            = Gui_MissionObjectiveNew
  145.     ObjectiveCompletedSound        = Gui_MissionObjectiveCompleted
  146.     InitialUpgrades                = Upgrade_MenFaction    ;Any upgrades this player template is born with.
  147.  
  148.     // 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 
  149.     // attached to the first two buttons in the command set.
  150.     BuildableHeroesMP            = CreateAHero RohanFrodo RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf 
  151.     BuildableRingHeroesMP        = ElvenGaladriel_RingHero
  152.     SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
  153.     SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
  154.     ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
  155.     ResourceModifierValues        = 100 100 100 95 90 85 80 75 71 68 66
  156.     MultiSelectionPortrait        = UPGondor_Army
  157.     LoadScreenMusic                = Shell2MusicForLoadScreen
  158. End
  159.  
  160. PlayerTemplate FactionElves
  161.     Side                          = Elves
  162.     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.
  163.     Evil                          = No
  164.     StartMoney                    = 0
  165.     MaxLevelMP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
  166.     MaxLevelSP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
  167.     PreferredColor                = R:43 G:150 B:179
  168.     StartingBuilding            = ElvenFortress
  169.     
  170.     ;------------- NO STARTING UNITS FOR YOU -------
  171.     ;StartingUnit0 = ElvenLorienArcherHorde 
  172.     ;StartingUnitOffset0 = X:-70 Y:220 Z:0
  173.     
  174.     
  175.     StartingUnit1 = ElvenPorter 
  176.     StartingUnitOffset1 = X:30 Y:250 Z:0
  177.     StartingUnit0 = ElvenPorter
  178.     StartingUnitOffset0 = X:1 Y:160 Z:0
  179.     
  180.     StartingUnitTacticalWOTR        = ElvenPorter
  181.     StartingUnitTacticalWOTR        = ElvenPorter
  182.     IntrinsicSciences            = SCIENCE_GOOD
  183.     IntrinsicSciencesMP         = SCIENCE_ELVES
  184.     SpellBook                    = GoodSpellBook
  185.     SpellBookMp                    = ElvesSpellBook
  186.     PurchaseScienceCommandSet    = GoodSpellStoreCommandSet
  187.     PurchaseScienceCommandSetMP    = ElvesSpellStoreCommandSet
  188.     DisplayName                    = INI:FactionElves
  189.     DefaultPlayerAIType            = ElvesSkirmishAI        ; Needs to exist before I can change it.
  190.     BeaconName                    = MultiplayerBeacon
  191.     LightPointsUpSound            = GondorLightPointsUp
  192.     ObjectiveAddedSound            = Gui_MissionObjectiveNew
  193.     ObjectiveCompletedSound        = Gui_MissionObjectiveCompleted
  194.     InitialUpgrades                = Upgrade_ElfFaction    ;Any upgrades this player template is born with.
  195.  
  196.     // 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 
  197.     // attached to the first two buttons in the command set.
  198.     BuildableHeroesMP            = CreateAHero ElvenHaldir ElvenGlorfindel ElvenArwen ElvenLegolas ElvenThranduil ElvenElrond 
  199.     BuildableRingHeroesMP        = ElvenGaladriel_RingHero
  200.     SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
  201.     SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
  202.     ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
  203.     ResourceModifierValues        = 100 100 100 95 90 85 80 75 71 68 66
  204.     MultiSelectionPortrait        = UPElvenArmy
  205.     LoadScreenMusic                = Shell2MusicForLoadScreen
  206. End
  207.  
  208. PlayerTemplate FactionDwarves
  209.     Side                          = Dwarves
  210.     PlayableSide                  = Yes        ; Please note: the presence of "SIDE:Dwarves" 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.
  211.     Evil                          = No
  212.     StartMoney                    = 0
  213.     MaxLevelMP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
  214.     MaxLevelSP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
  215.     PreferredColor                = R:43 G:150 B:179
  216.     StartingBuilding            = DwarvenFortress
  217.     
  218.     ;------------- NO STARTING UNITS FOR YOU -------
  219.     
  220.     StartingUnit0 = DwarvenPorter 
  221.     StartingUnitOffset0 = X:1 Y:230 Z:0
  222.     StartingUnit1 = DwarvenPorter
  223.     StartingUnitOffset1 = X:1 Y:150 Z:0
  224.     
  225.     StartingUnitTacticalWOTR        = DwarvenPorter
  226.     StartingUnitTacticalWOTR        = DwarvenPorter
  227.     IntrinsicSciences            = SCIENCE_GOOD
  228.     IntrinsicSciencesMP         = SCIENCE_DWARVES
  229.     SpellBook                    = GoodSpellBook
  230.     SpellBookMp                    = DwarvesSpellBook
  231.     PurchaseScienceCommandSet    = GoodSpellStoreCommandSet
  232.     PurchaseScienceCommandSetMP    = DwarvesSpellStoreCommandSet
  233.     DisplayName                    = INI:FactionDwarves
  234.     DefaultPlayerAIType            = DwarvesSkirmishAI        ; Needs to exist before I can change it.
  235.     BeaconName                    = MultiplayerBeacon
  236.     LightPointsUpSound            = GondorLightPointsUp
  237.     ObjectiveAddedSound            = Gui_MissionObjectiveNew
  238.     ObjectiveCompletedSound        = Gui_MissionObjectiveCompleted
  239.     InitialUpgrades                = Upgrade_DwarfFaction    ;Any upgrades this player template is born with.
  240.  
  241.     // 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 
  242.     // attached to the first two buttons in the command set.
  243.     BuildableHeroesMP            = CreateAHero DwarvenGloin DwarvenGimli DwarvenDain 
  244.     BuildableRingHeroesMP        = ElvenGaladriel_RingHero
  245.     SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
  246.     SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
  247.     ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
  248.     ResourceModifierValues        = 100 100 100 95 90 85 80 75 71 68 66
  249.     MultiSelectionPortrait        = UPDwarvenArmy
  250.     LoadScreenMusic                = Shell2MusicForLoadScreen
  251. End
  252.  
  253. PlayerTemplate FactionIsengard
  254.     Side                          = Isengard
  255.     PlayableSide                  = Yes
  256.     Evil                          = Yes
  257.     StartMoney                    = 0
  258.     MaxLevelMP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
  259.     MaxLevelSP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_EVIL PLAYER_PURCHASE_POINTS_GRANTED )
  260.     PreferredColor                = R:216 G:175 B:48
  261.     StartingBuilding            = IsengardFortress
  262.     
  263.     ;------------- NO STARTING UNITS FOR YOU -------
  264.     
  265.     StartingUnit0 = IsengardPorter 
  266.     StartingUnitOffset0 = X:1 Y:230 Z:0
  267.     
  268.     StartingUnit1 = IsengardPorter
  269.     StartingUnitOffset1 = X:1 Y:150 Z:0
  270.     
  271.     StartingUnitTacticalWOTR        = IsengardPorter
  272.     StartingUnitTacticalWOTR        = IsengardPorter
  273.     IntrinsicSciences            = SCIENCE_EVIL
  274.     IntrinsicSciencesMP            = SCIENCE_ISENGARD
  275.     DefaultPlayerAIType         = IsengardSkirmishAI
  276.     SpellBook                    = EvilSpellBook
  277.     SpellBookMp                    = IsengardSpellBook
  278.     PurchaseScienceCommandSet    = EvilSpellStoreCommandSet
  279.     PurchaseScienceCommandSetMP    = IsengardSpellStoreCommandSet
  280.     DisplayName                    = INI:FactionIsengard
  281.     BeaconName                    = MultiplayerBeacon
  282.     LightPointsUpSound            = IsengardLightPointsUp
  283.     ObjectiveAddedSound            = Gui_MissionObjectiveNew
  284.     ObjectiveCompletedSound        = Gui_MissionObjectiveCompleted
  285.  
  286.     // 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 
  287.     // attached to the first two buttons in the command set.
  288.     BuildableHeroesMP            = CreateAHero IsengardWormTongue IsengardLurtz IsengardSharku IsengardSaruman 
  289.     BuildableRingHeroesMP        = MordorSauron_RingHero
  290.     InitialUpgrades                = Upgrade_IsengardDualEconomyChoice Upgrade_IsengardFaction Upgrade_EvilDualEconomyChoice;Any upgrades this player template is born with.
  291.     SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower
  292.     SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower
  293.     ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
  294.     ResourceModifierValues        = 100 100 100 95 90 85 80 75 71 68 66
  295.     MultiSelectionPortrait        = UPIsengard_Army
  296.     LoadScreenMusic                = Shell2MusicForLoadScreen
  297. End
  298.  
  299. PlayerTemplate FactionMordor
  300.     Side                        = Mordor
  301.     PlayableSide                  = Yes
  302.     Evil                          = Yes
  303.     StartMoney                    = 0
  304.     MaxLevelMP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
  305.     MaxLevelSP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_EVIL PLAYER_PURCHASE_POINTS_GRANTED )
  306.     PreferredColor                = R:175 G:49 B:33
  307.     StartingBuilding            = MordorFortress
  308.     
  309.     ;------------- NO STARTING UNITS FOR YOU -------
  310.     StartingUnit0 = MordorPorter 
  311.     StartingUnitOffset0 = X:1 Y:240 Z:0
  312.     
  313.     StartingUnit1 = MordorPorter
  314.     StartingUnitOffset1 = X:1 Y:190 Z:0
  315.     
  316.     StartingUnitTacticalWOTR        = MordorPorter
  317.     StartingUnitTacticalWOTR        = MordorPorter
  318.     IntrinsicSciences            = SCIENCE_EVIL
  319.     IntrinsicSciencesMP         = SCIENCE_MORDOR
  320.     SpellBook                    = EvilSpellBook
  321.     SpellBookMp                    = MordorSpellBook
  322.     PurchaseScienceCommandSet    = EvilSpellStoreCommandSet
  323.     PurchaseScienceCommandSetMP    = MordorSpellStoreCommandSet
  324.     DisplayName                    = INI:FactionMordor
  325.     DefaultPlayerAIType            = MordorSkirmishAI
  326.     BeaconName                    = MultiplayerBeacon
  327.     LightPointsUpSound            = MordorLightPointsUp
  328.     ObjectiveAddedSound            = Gui_MissionObjectiveNew
  329.     ObjectiveCompletedSound        = Gui_MissionObjectiveCompleted
  330.     InitialUpgrades                = Upgrade_MordorDualEconomyChoice Upgrade_MordorFaction Upgrade_EvilDualEconomyChoice;Any upgrades this player template is born with.
  331.  
  332.     // 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 
  333.     // attached to the first two buttons in the command set.
  334.     BuildableHeroesMP            = CreateAHero EvilMenBlackRider EvilMenBlackRider EvilMenBlackRider MordorMouthOfSauron MordorFellBeast MordorFellBeast MordorWitchKingOnFellBeast // MordorGothmog NeutralGollum
  335.     BuildableRingHeroesMP        = MordorSauron_RingHero
  336.     SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower
  337.     SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower
  338.     ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
  339.     ResourceModifierValues        = 100 100 100 95 90 85 80 75 71 68 66
  340.     MultiSelectionPortrait        = UPMordor_Army
  341.     LoadScreenMusic                = Shell2MusicForLoadScreen
  342. End
  343.  
  344. PlayerTemplate FactionWild
  345.     Side                        = Wild
  346.     PlayableSide                = Yes
  347.     Evil                        = Yes
  348.     StartMoney                    = 0
  349.     MaxLevelMP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
  350.     MaxLevelSP                    = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_EVIL PLAYER_PURCHASE_POINTS_GRANTED )
  351.     PreferredColor                = R:84 G:114 B:71
  352.     StartingBuilding            = WildFortress
  353.     
  354.     ;------------- NO STARTING UNITS FOR YOU -------
  355.     ;StartingUnit0 = GoblinFighterHorde 
  356.     ;StartingUnitOffset0 = X:-60 Y:200 Z:0
  357.     
  358.     StartingUnit1 = WildPorter 
  359.     StartingUnitOffset1 = X:30 Y:215 Z:0
  360.     
  361.     StartingUnit0 = WildPorter
  362.     StartingUnitOffset0 = X:1 Y:120 Z:0
  363.     StartingUnitTacticalWOTR        = WildPorter
  364.     StartingUnitTacticalWOTR        = WildPorter
  365.     IntrinsicSciences            = SCIENCE_EVIL
  366.     IntrinsicSciencesMP            = SCIENCE_WILD
  367.     DefaultPlayerAIType            = WildSkirmishAI
  368.     SpellBook                    = EvilSpellBook
  369.     SpellBookMp                    = WildSpellBook
  370.     PurchaseScienceCommandSet    = EvilSpellStoreCommandSet
  371.     PurchaseScienceCommandSetMP    = WildSpellStoreCommandSet
  372.     DisplayName                    = INI:FactionWild
  373.     BeaconName                    = MultiplayerBeacon
  374.     LightPointsUpSound            = IsengardLightPointsUp
  375.     ObjectiveAddedSound            = Gui_MissionObjectiveNew
  376.     ObjectiveCompletedSound        = Gui_MissionObjectiveCompleted
  377.     InitialUpgrades                = Upgrade_WildFaction Upgrade_GoblinDualEconomyChoice Upgrade_EvilDualEconomyChoice //Any upgrades this player template is born with.
  378.  
  379.     // 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 
  380.     // attached to the first two buttons in the command set.
  381.     BuildableHeroesMP            = CreateAHero WildGoblinKing WildShelob Drogoth // Alatar Pallando Drogoth
  382.     BuildableRingHeroesMP        = MordorSauron_RingHero
  383.     SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower
  384.     SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower
  385.     ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
  386.     ResourceModifierValues        = 100 100 100 95 90 85 80 75 71 68 66
  387.     MultiSelectionPortrait        = UPGoblinArmy
  388.     LoadScreenMusic                = Shell2MusicForLoadScreen
  389. End
  390.