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Subject:
Re: < < Scenario Design - Question Thread > >
name:
effect: change name
hip:
effect: modify protunit - hippoints - select the number u want to add, 20 will add 20 hip, -20 will subtract 20 hip
attack:
effect: set tech status - hc iroqoius infantry attack - active
range:
i thin there is one in set tech status, i forgot which ones work though
don't click this this? Site
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Subject:
Re: < < Scenario Design - Question Thread > >
With the modify protounit effect..
Some fields work and some don't..You'll have to experiment..Or..You can go to the modify protounit thread in this category or the H.G.wiki and check out, whats what with this effect..
http://forum.agecommunity.com/forums/thread/570593.aspx
http://wiki.heavengames.com/age/Modify_protounit
One other note..
When adding 20..Do not put a + before the number being added in the field..That will cause your triggers to stop working..
To help out with the range..
With the set tech status effect..You'll need to make "active", the home city shipment techs( cards if avaliable for your civ )..Along with the upgrades at the building that these units are trained from..( For the units you want to increase the range for )..You can also advance the civs age..Player : setage effect..You can find out about this effect at the wiki (if you're not familiar with how to set it ).
Player setage effect
Here's an example..Player1..Set to industrial age
Trigger1
Active:
Condition Timer (5)
Effect : Player set age : Plyr1 : 0 : ( Discovery )
Effect : Player set age : Plyr1 : 1 : ( Colonial )
Effect : Player set age : Plyr1 : 2 : ( Fortress )
Effect : Player set age : Plyr1 : 3 : ( Industrial ) ( 4 : If you want to set to Imperial )
http://wiki.heavengames.com/age/Player_:_setage
Just thought it was best to add this info also!
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: < < Scenario Design - Question Thread > >
Yes,
That's the way it is with this effect..The only work arounds (as far as I know) have already been posted in earlier posts.
We have a thread started In this category, that asks E.S. to finally fix it..If you like..Post your thoughts about this effect there..
http://forum.agecommunity.com/forums/thread/570593.aspx
Have you tried other fields? E.G. LOS
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: < < Scenario Design - Question Thread > >
Hi, I'm back, it really took me a long time to control the enemy units, but now I've learned how to do it. My problem was also caused by a mod I installed which sets villagers and ground units pop count to 0, so I typed a new tech into the techtree which sets at least the villagers count to 1. Moreover I had to forbid some mercenaries and units, expecially cannons. Now Kjn, I guess you want me to say something about your scenario: well, they're perfectly built, and the trigger sequences brightly show your experience; they're also very difficult and involving, maybe too much lol... There's just one thing they lack, a more aesthetic one: the historical contest. Fos example you could use SPCAct3 as the US instead of the Maltese, and the Spanish use many Russian units, when a Spanish army of that time should count mostly on tercios and lancers. I often take care of this in my scenarios Regards
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Subject:
Re: < < Scenario Design - Question Thread > >
Camo90,
Glad to see your scenerio is coming along..Are you going to release it?
Thanks for the kind words..The suggestions on the scenerios are great..I'm in total agreement with you for the most part..I will consider using some Russian units in the future.
Happy to see they could help with yours! (You mentioned the scenerios helped, in your earlier post on the previous page of this thread).
Now I must mention the following......V
In my trilogy scenerios I sent you..I used the spcAct3 civ in all of them for player1..I modded the civ as well..I don't know how you ended up with Maltese in the scenerios for player1, that I sent to you..I used the Spanish as the enemy..There is nothing to do with the maltese in my scenerios??Do you think it could be that mod that you mentioned in your post causing this?.
- If you placed the scenerio files in your my doc\mygames\Age3\scenerio folder?.
- Then if you put the H.C. in your prog. files\Age3\campaign folder?.
- Then if you loaded the homecity in the editor before playing them?.
- You should be playing as player1 - spcAct3 civ.. (with a french homecity)..
I sent these scenerios to four other guys and they never mentioned the Maltese?.Something doesn't seem right here camo?.Not sure what at this time..My best advise is..Maybe you should check all your files and make sure that the mod you mentioned in your post, is completely out of them..Then follow the read-me that is with the scenerio pack that I sent you..I hope then all will work correctly..Keep me posted my friend?
Regards
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: < < Scenario Design - Question Thread > >
There are 93 known animations for the scenario editor: (I don't
remember if there were spaces) These animations were from all three
games.
>GatherFarm >GatherCrate >GatherBush >PointLeftforward >pointRightforward >TalkAngry >Talk2Sec >TalkAngryPointing >TalkQuestion >TalkShakingFist >TalkWoe >TalkShrug >Talk1Sec >TalkShake >Volley_standing_idle >Talk >pointRightSide >pointLeftSide >TalkNod >KneelIdle (Its KneeL and Idle put together)
>Bored (make sure you set the number) >Scatter (Blackbirds will scatter) >GatherFarmWeed >Build >BuildLifting >KneelTalk2Sec >Cover_Idle (for the soldiers) >Walk (can be used for ships) >NuggetPirate2_Idle (make sure you add the number)
>NuggetPirate3_Idle (also add number)
>TalkStartled >Extinguish_Fire >Idle (also add number) >Defend_Idle >Applause_A >Applause_B >Applause_C >Bite >CloseDoor >Death_by_range (set number) >Death_by_melee >Death >Cheer (set number) >KneelTalk4Sec >GetherChop >PointRight >PointLeft >LayDownIdle (I think this one is only for animals) >Cover_Ranged_Idle >KneesShaking >FallKnees >Weapon_Idle >Weapon_Toss >RifleShoot >charge_Idle >Applause_D >Closing (for a door) >IGC_10b_dying_idle >Kidnap_hostageA_idle >KneelTalk4Sec >TalkComewith >Bow >Kidnap_outlawA_idle >Cover_Bored >Greeting >TalkGreetingHow >AngryPointing >Raze_Idle >Woe >Attack >DrawSwordIdle (Execution Scene) >DrawSwordStrike (Execution Scene) >Charge_Bored >sittingidle >weapon_aim >weapon_fire >Question >fly (used for birds not superheroes) >BuildStaking >GatherMine >Bombard_ranged_idle >RangeAttackLeft (IGC Ships) >RangeAttackRight >Fall_Mineshaft_Hold >Fall_Hold >weapon_talk (this is not for your weapon to talk, its for something else) >draw_pistol >idle_pistol_drawn >fire_pistol >fly_back >knock_over >Fall_Mineshaft These
are all the animations I know of. If the animation does not work, it
means either your trigger is not set right or the animation is set for
the wrong unit. Not all of these will work for the unit you want to
animate. The animations were made only for certain units. For example
the fly_back animation does not mean old_coot will fly back to where he
came from. I made this thread to help all those people who went
through the same struggle I went through just to get a couple of
animations for my scenario. Glad to help
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