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<?xml-stylesheet type="text/xsl" href="http://forum.agecommunity.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>User Created Content</title><link>http://forum.agecommunity.com/forums/1005/ShowForum.aspx</link><description>This area is for talking about fan made Custom Maps, Scenarios, Mods, fan patches.</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP2 (Debug Build: 61120.2)</generator><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856997.aspx</link><pubDate>Thu, 19 Nov 2009 22:02:59 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856997</guid><dc:creator>kjn</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856997.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856997</wfw:commentRss><description>&lt;P&gt;Hello Musketeer925,&lt;/P&gt;
&lt;P&gt;I want to thank you again for all your acute suggestions along with all those kind words in your last post..My dilemma is now solved my friend!.&lt;/P&gt;
&lt;P&gt;&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forum.agecommunity.com/Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;Musketeer925:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;You could have it so when its 90% damaged or more, it turns into a cinematic block. and then it "dies". If you wanter the dock to have the 'right' amount of hp, just add 10% more. that would be great.......&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;/P&gt;
&lt;P&gt;This was the winner along with a couple ideas from one of your previous posts..(Changing from dock to cinblock cube)..I was able to fill in a couple loop holes and make it work consistantly..Along with what I had in the sequence already..I just made a couple minor&amp;nbsp;changes in it..I also made two master triggers to control the entire mass sequence..You stated.. "you want to thank that guy"..If you ever get the chance ..Thank him for me too?&lt;/P&gt;
&lt;P&gt;Ps. Was this the article?&lt;/P&gt;
&lt;P&gt;&lt;A href="http://www.tsuniversity.com/articlepreview.php?223"&gt;http://www.tsuniversity.com/articlepreview.php?223&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;There's also an artcle about "Never dying units" over at the wiki also.&lt;/P&gt;
&lt;P&gt;Best regards&lt;/P&gt;</description></item><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856790.aspx</link><pubDate>Wed, 18 Nov 2009 22:34:54 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856790</guid><dc:creator>Musketeer925</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856790.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856790</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forum.agecommunity.com/Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;kjn:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt; 
&lt;P&gt;&lt;STRONG&gt;Thank you Musketeer925&lt;/STRONG&gt;,&lt;/P&gt;
&lt;P&gt;I appreciate all your efforts with my dilemma..&lt;/P&gt;
&lt;P&gt;This would be similar to what I would do if I used "change unit type" instead of "create unit"..The only problem..If the enemy destroys the dock?.&lt;U&gt;It cannot be rebuilt&lt;/U&gt;..You see..I'm using this sequence for an allie civ and the civ's ai is &lt;STRONG&gt;age3 ai&lt;/STRONG&gt;..To enable the entire sequence..I had to resort to an "units in area" condition..If I change the cin block to a&amp;nbsp;dock..There is no cinblock anymore..If the enemy destroys the dock..That would render the sequence useless from that point.&lt;/P&gt;
&lt;P&gt;I thought of using 3 cinblocks and three different sequences..Then go with a "player unit count" condition&amp;nbsp;to keep track of everything..I haven't got around to testing that yet..Because..This idea still limits me..What happens if the dock gets destroyed three times?.I'm back with the same dilemma!&lt;/P&gt;
&lt;P&gt;Regards.&lt;/P&gt;
&lt;P&gt;&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;/P&gt;
&lt;P&gt;I tried some stuff along the lines of Is Dead; Chane Unit Type to Cin Block, and that sort of thing... I also tried 100% damaged.... &lt;/P&gt;
&lt;P&gt;&amp;nbsp;oo..... i just had a good thought, this is also kinda based on the loch-gate thing I got the original idea from. I gotta thank the guy who made that guide sometime. You could have 2 docks/cinematic blocks in the exact same place; When one is like 90% damaged or so, it could switch out the docks. in other words, change both the units, so the dock is a relay dock lol. but then.... i guess it would be just kinda invincible. &lt;/P&gt;
&lt;P&gt;&amp;nbsp;oohh..... even better:&lt;/P&gt;
&lt;P&gt;You could have it so when its 90% damaged or more, it turns into a cinematic block. and then it "dies". If you wanter the dock to have the 'right' amount of hp, just add 10% more. that would be great.... asuming they dont use like 5 mortars... cause that would pwn it in one hit.... and im asuming it would kill it before it changed...&lt;/P&gt;
&lt;P&gt;and your very welcome for the help. You quite deserve the help, as you help others more often than others help you. &lt;/P&gt;</description></item><item><title>Re: Advancing ages</title><link>http://forum.agecommunity.com/forums/thread/856780.aspx</link><pubDate>Wed, 18 Nov 2009 19:23:07 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856780</guid><dc:creator>kjn</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856780.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856780</wfw:commentRss><description>&lt;P&gt;rgrun,&lt;/P&gt;
&lt;P&gt;Welcome and thank you for posting in the scenario design thread..&lt;/P&gt;
&lt;P&gt;You most likely placed an IGC towncenter..&lt;/P&gt;
&lt;P&gt;That T.C.. doesn't age up..&lt;/P&gt;
&lt;P&gt;There are two Towncenters..&lt;/P&gt;
&lt;P&gt;Make sure you have the correct one placed..&lt;/P&gt;
&lt;P&gt;At the top of the editor..Select "Objects".."Buildings"..Scroll down to the very bottom of the list of buildings..&lt;U&gt;Select that towncenter.&lt;/U&gt;&lt;/P&gt;
&lt;P&gt;Regards&lt;/P&gt;</description></item><item><title>Advancing ages</title><link>http://forum.agecommunity.com/forums/thread/856778.aspx</link><pubDate>Wed, 18 Nov 2009 19:19:23 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856778</guid><dc:creator>rgrun</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856778.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856778</wfw:commentRss><description>&lt;P&gt;do I have to make triggers to advance ages? &lt;/P&gt;
&lt;P&gt;once I have collected 800 food, clicking the II button to advance to colonial age does nothing.&lt;/P&gt;</description></item><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856759.aspx</link><pubDate>Wed, 18 Nov 2009 13:40:35 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856759</guid><dc:creator>kjn</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856759.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856759</wfw:commentRss><description>&lt;P&gt;&lt;STRONG&gt;Thank you Musketeer925&lt;/STRONG&gt;,&lt;/P&gt;
&lt;P&gt;I appreciate all your efforts with my dilemma..&lt;/P&gt;
&lt;P&gt;This would be similar to what I would do if I used "change unit type" instead of "create unit"..The only problem..If the enemy destroys the dock?.&lt;U&gt;It cannot be rebuilt&lt;/U&gt;..You see..I'm using this sequence for an allie civ and the civ's ai is &lt;STRONG&gt;age3 ai&lt;/STRONG&gt;..To enable the entire sequence..I had to resort to an "units in area" condition..If I change the cin block to a&amp;nbsp;dock..There is no cinblock anymore..If the enemy destroys the dock..That would render the sequence useless from that point.&lt;/P&gt;
&lt;P&gt;I thought of using 3 cinblocks and three different sequences..Then go with a "player unit count" condition&amp;nbsp;to keep track of everything..I haven't got around to testing that yet..Because..This idea still limits me..What happens if the dock gets destroyed three times?.I'm back with the same dilemma!&lt;/P&gt;
&lt;P&gt;Regards.&lt;/P&gt;</description></item><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856590.aspx</link><pubDate>Wed, 18 Nov 2009 01:40:10 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856590</guid><dc:creator>Musketeer925</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856590.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856590</wfw:commentRss><description>&lt;P&gt;[Talking with a sudden burst of excitment] OOOO!!!!!! I KNOW! [/excitement]&lt;/P&gt;
&lt;P&gt;I came across something similar in a loch-gate trigger sequence that i found online. &lt;/P&gt;
&lt;P&gt;What you need to do is place a dock in the scenario editor, leave it there, then have&amp;nbsp;this trigger:&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Trigger 1&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;Active&lt;/P&gt;
&lt;P&gt;Run Immediatly&lt;/P&gt;
&lt;P&gt;&lt;U&gt;Conditions:&lt;/U&gt;&lt;/P&gt;
&lt;P&gt;Always&lt;/P&gt;
&lt;P&gt;&lt;U&gt;Effects:&lt;/U&gt;&lt;/P&gt;
&lt;P&gt;Change Unit Type (Dock to Cinematic Block)&lt;/P&gt;
&lt;P&gt;&amp;nbsp;And then, later:&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Trigger 2&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;Active&lt;/P&gt;
&lt;P&gt;&lt;U&gt;Conditions:&lt;/U&gt;&lt;/P&gt;
&lt;P&gt;Whenever you want your dock to appear&lt;/P&gt;
&lt;P&gt;&lt;U&gt;Effects:&lt;/U&gt;&lt;/P&gt;
&lt;P&gt;Chaneg Unit Type (Dock which transforms to Cinematic Block&amp;nbsp;back to Dock)&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Good luck and happy scenario-ing&lt;/P&gt;
&lt;P&gt;&lt;FONT size=1&gt;&lt;STRONG&gt;DISCLAMER:&lt;/STRONG&gt;&amp;nbsp;If you break down in tears because&amp;nbsp;I figured out in a matter of hours what you've been pondering for months, its legally not my fault.&lt;/FONT&gt; &lt;/P&gt;</description></item><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856583.aspx</link><pubDate>Wed, 18 Nov 2009 01:08:57 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856583</guid><dc:creator>kjn</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856583.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856583</wfw:commentRss><description>&lt;P&gt;Good suggestion..Basically..Your suggestion is not far off from what I've been doing..The trigger will fire if no dock is in the area..&lt;/P&gt;
&lt;P&gt;At any point in the scenario..If there is&amp;nbsp;no dock..The trigger will spawn an xp builder..Advance it to a point where the dock needs to be..When it reaches that point the&amp;nbsp;unit create effect&amp;nbsp;will put one there (dock)..It works fine..But..With the unit create..Sometimes..The dock is placed funny by the effect..It is not in the water totally..A good portion of it is on land and it looks funny..It all depends where I want to place it..Usually If the position is straight forward it will place the dock correctly..If I try to place the dock on an angled point&amp;nbsp;on my river bed..That is where it usually has&amp;nbsp;the problem..I've tried so many different things but the situation prevails..As I posted earlier..I'll keep on it..There's got to be a way that I can control this..&lt;/P&gt;
&lt;P&gt;Regards&lt;/P&gt;</description></item><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856534.aspx</link><pubDate>Tue, 17 Nov 2009 21:13:23 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856534</guid><dc:creator>Musketeer925</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856534.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856534</wfw:commentRss><description>&lt;P&gt;Maybe you could make a trigger that kind of cheats it, where you have the trigger you have as when the vil and the foundation are in the same place it kills the foundation and places a dock in the right spot with something... idk. I see your delimma. &lt;/P&gt;</description></item><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856528.aspx</link><pubDate>Tue, 17 Nov 2009 20:57:38 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856528</guid><dc:creator>kjn</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856528.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856528</wfw:commentRss><description>&lt;P&gt;Well..&lt;/P&gt;
&lt;P&gt;At least you now know for sure and where you need to start..&lt;/P&gt;
&lt;P&gt;Good luck..&lt;/P&gt;
&lt;P&gt;I know how things that don't work out stays on your mind..I've been trying to get a unit to build a building ( dock )&amp;nbsp;on water for months..I've been using army build and unit create..The unit create has been working somewhat but you never know for sure where or how&amp;nbsp;the dock is going to appear..It's been really bugging me because of the inconsistancy..I tried the army build effect..I can build land buildings with no problem..When it comes to the dock..All they do is advance to point desired and stop and no build??There's got to be way to do this with a safe margin of consistancy..The search goes on!&lt;/P&gt;
&lt;P&gt;Regards&lt;/P&gt;</description></item><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856517.aspx</link><pubDate>Tue, 17 Nov 2009 20:08:39 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856517</guid><dc:creator>Musketeer925</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856517.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856517</wfw:commentRss><description>&lt;P&gt;So, I got a reply from the guys at HG... And it appears I was wrong, and it could be a problem with the scripting.&lt;/P&gt;
&lt;P&gt;&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forum.agecommunity.com/Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;&lt;SPAN class="screenname member"&gt;BilboBeutlin of H.G.:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&lt;SPAN class="screenname member"&gt;The debugger is only useful on valid executable scripts.&lt;BR&gt;There are many, many possibilities where your error occurs. That can be a small typo, a wrong declaration, syntax error, etc.&lt;BR&gt;&lt;BR&gt;Follow the hint of &lt;I&gt;RF_Gandalf&lt;/I&gt; and reduce your code to essentials by out-commenting (including in /* .. */ ) all possible code fragments. Then test step for step by removing the comment inclusion one after another.&lt;BR&gt;A great help is a 'programming editor' (like eg. Notepad++) which has syntax highlighting and component/bracket indicators. &lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&lt;SPAN class="screenname member"&gt;&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;/SPAN&gt;&lt;BR&gt;&lt;/P&gt;</description></item><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856293.aspx</link><pubDate>Mon, 16 Nov 2009 23:43:09 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856293</guid><dc:creator>kjn</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856293.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856293</wfw:commentRss><description>&lt;P&gt;Musketeer925,&lt;/P&gt;
&lt;P&gt;I guess I should have explained that a little better..My apologies for the confusion..&lt;/P&gt;
&lt;P&gt;In the modify protounit..As you know..There are&amp;nbsp;fields that don't work ( for the most part )..Some of them might work on particular units..You need to waste time experimenting with them..Sometimes..You can work around a given problem by approaching it from another perspective..&lt;STRONG&gt;E.G&lt;/STRONG&gt;..Your interest is "attack"..Healing rate speeds up or slows down a given unit's rate of Healing..You could increase the heal rate on the other&amp;nbsp;units..That in essence&amp;nbsp;might reduce the attack abilites of the attacking units?.&lt;STRONG&gt;It's only an example&lt;/STRONG&gt;..&lt;/P&gt;
&lt;P&gt;There is also lifespan, range..Again it's going to require a little experimenting..You may even&amp;nbsp;be able to use the attack field..Again..That would depend on the unit..&lt;/P&gt;
&lt;P&gt;I&amp;nbsp;remember a post a while back regarding&amp;nbsp;the fixed gun..I don't remember if it was in here or over at H.G..I believe healing rate did work for this unit..How?.I don't remember that either..As you have posted..You only design M.P. scenarios..I do not know if this would be an option or not.&lt;/P&gt;
&lt;P&gt;Regards&lt;/P&gt;</description></item><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856237.aspx</link><pubDate>Mon, 16 Nov 2009 21:32:55 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856237</guid><dc:creator>Musketeer925</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856237.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856237</wfw:commentRss><description>&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Well, now I'm a bit confused....&amp;nbsp;&lt;/P&gt;
&lt;P&gt;how does healing rate effect attack, may I ask?&lt;/P&gt;
&lt;P&gt;&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;Modding the unit??&lt;/P&gt;
&lt;P&gt;&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;/P&gt;
&lt;P&gt;I make mostly multiplayer scenarios, so that would be out of the question.&lt;/P&gt;
&lt;P&gt;But, I shall go explore the wonders of triggers, and all like 10,000 that I've downloaded or made.... I'll see what I can find out.&lt;/P&gt;</description></item><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856229.aspx</link><pubDate>Mon, 16 Nov 2009 20:58:44 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856229</guid><dc:creator>kjn</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856229.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856229</wfw:commentRss><description>&lt;P&gt;LOL.&lt;/P&gt;
&lt;P&gt;My curiosity has been aroused..Let me know what you find out?.( rm problem )&lt;/P&gt;
&lt;P&gt;In the modify protounit..I've been able to lower a few things..It's quite possible you could try some fields that do work..Healing rate&amp;nbsp;is rumored to work for some units..The only other thing that comes to mind..Modding the unit??&lt;/P&gt;
&lt;P&gt;Regards&lt;/P&gt;</description></item><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856228.aspx</link><pubDate>Mon, 16 Nov 2009 20:55:01 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856228</guid><dc:creator>Musketeer925</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856228.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856228</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forum.agecommunity.com/Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;kjn:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt; 
&lt;P&gt;Hmm..Seems to be a lot of disassociated ghosts from the old "off topic" thread lurking about in here lately??&lt;/P&gt;
&lt;P&gt;Alright..&lt;/P&gt;
&lt;P&gt;I'll go out on a limb with this one..&lt;/P&gt;
&lt;P&gt;Could it be an error in your code/script?&lt;/P&gt;
&lt;P&gt;&lt;EM&gt;i figured thats not it, because the when I run it in the debugger, it doesnt hit any breakpoints, it just fails to load completely.&lt;/EM&gt;&lt;/P&gt;
&lt;P&gt;You are right though..This thread being a scenario design question thread..&lt;/P&gt;
&lt;P&gt;You should maybe ask over at H.G. RM Forum?.&lt;/P&gt;
&lt;P&gt;&lt;EM&gt;As i said... im just lazy and was already here... ill go ask there...&lt;/EM&gt;&lt;/P&gt;
&lt;P&gt;I'm sure those guys would help you with this.&lt;/P&gt;
&lt;P&gt;Regards and next scenario design question?&lt;/P&gt;
&lt;P&gt;&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;/P&gt;
&lt;P&gt;Oh, and while I'm here, I've been wondering this for a while, is there any way at all to lower a units attack? I know you can raise it with upgrades and such...(as you stated two pages back) &amp;nbsp;but can you like negative an upgrade or somehting?&lt;/P&gt;</description></item><item><title>Re: &lt; &lt; Scenario Design - Question Thread &gt; &gt;</title><link>http://forum.agecommunity.com/forums/thread/856226.aspx</link><pubDate>Mon, 16 Nov 2009 20:44:29 GMT</pubDate><guid isPermaLink="false">50924996-b13e-4713-b45b-a7ea483affa6:856226</guid><dc:creator>kjn</dc:creator><slash:comments>0</slash:comments><comments>http://forum.agecommunity.com/forums/thread/856226.aspx</comments><wfw:commentRss>http://forum.agecommunity.com/forums/commentrss.aspx?SectionID=1005&amp;PostID=856226</wfw:commentRss><description>&lt;P&gt;Hmm..Seems to be a lot of disassociated ghosts from the old "off topic" thread lurking about in here lately??&lt;/P&gt;
&lt;P&gt;Alright..&lt;/P&gt;
&lt;P&gt;I'll go out on a limb with this one..&lt;/P&gt;
&lt;P&gt;Could it be an error in your code/script?&lt;/P&gt;
&lt;P&gt;You are right though..This thread being a scenario design question thread..&lt;/P&gt;
&lt;P&gt;You should maybe ask over at H.G. RM Forum?.&lt;/P&gt;
&lt;P&gt;I'm sure those guys would help you with this.&lt;/P&gt;
&lt;P&gt;Regards and next scenario design question?&lt;/P&gt;</description></item></channel></rss>