Still waiting for the Small Wooden Bridges to not automatically create patches of water terrain or reeds beneath them, very much limiting the creative options for scenario editing
Its the same for bridges normal. They make water under them so some eye candy cannot be placed on the bridges like goods or wood piles or barrelsā¦
EXTERMINATE! EXTERMINATE!
After using the DE editor for several months now, I have a few quality of life improvements Iād love to see added to the editor. Iāve mentioned a few of these in other threads, but rather than making a new thread for each one, I thought Iād put them all here.
- The ability to Select or Highlight multiple Triggers at once
- The ability to Right Click on a Trigger
- The ability to Right Click on Triggers (with multiple selected) and change ownership of the Trigger/Events and all of itās dependents from āPlayer Xā to āPlayer Yā
- The ability to Right Click and Copy multiple selected Triggers/Effects
- The ability to Right Click and āInsert a Triggerā anywhere on the Trigger list (they default to the bottom of the list, but for retroactive Trigger additions, it can be a nightmare to keep your directory clean)
- The ability to create Trigger Directories to de-clutter the Trigger list
- The ability Deactivate/Activate a Trigger Directory
- Copying a Trigger also copies the Trigger Name
- The ability to Globally Modify Attribute
- The ability to Globally Modify Attribute by Player Number
- Universal Villager Object (currently there are 13 Iterations of villagers and all of them need their own trigger for each modification)
- Change Object Size of individually placed Trees from the Unit list (Currently there is an invisible box surrounding these that prevent the player from building near them)
- The ability to Undo last edit/change
- A History list of your previous changes (like in photoshop). Say for instance you want to undo all the recent Shallows painting you did.
- Alphabetize the Modify Resource Tribute List
Another thing that would be really helpful is the ability to set more than one source player for a trigger and for the ability to right click->duplicate trigger for all players. Both options would be really helpful
The lack of these things here is seriously what keeps me away from investing on the editor.
Minor addition:
- Ability to set Immunity and Resistance to Conversion for any unit
Also, I figured out that it was because of how the grid system worked on the Treeās. Just requires a little more finesse on placement so there are no rough edges for the player. Wish I could just modify my post
And being wooden and medieval and hidden in a level editor (rather than say being used as a main enemy in a science fiction series fronted by a guy with a British accent) that should be an open and shut case of parody -> no infringement.
But Iām not a lawyer, and I assume Microsoft does employ a small army of those, so I might be wrong.
Also a mode to change a unit from hero to normal unit, and vice versa.
Not so much a bug, but an option that doesnāt seem present and would be highly appreciated: a trigger effect to the effect of āchange graphicā.
I was messing around with creating custom hero units (I never did much with the editor, overall Iām pretty impressed with how easy it is to get into). You can just assign the hero attribute to a unit, but this then applies to all units of that type, making them regenerate. It also doesnāt add the glow the other heroes have. The other option is just to take an existing hero and change everything you donāt like about them, like their name, icon, stats etc. The one thing you seemingly canāt change is their graphic/the unit theyāre based on. While I gladly believe this would cause issues with hitboxes and such, it means we can only make proper custom heroes from units that already have a hero based on them. So no war galley hero, for example.
Either that, or I missed the option.
EDIT: Also, I agree that the editor does some things really slow. Editing elevation freezes my screen for a good five seconds, one I can only edit it for one tile (plus slopes) at a time. I was considering moving the map over to HD/2013 to work on it there, but there seems to be no way to set the dependencies of a scenario to āIām not using last Khans civsā. Even considering I can still close a bunch of programs and such to speed up my computer, at this pace Iām not going to get very far in my plans for a couple of ludikris map size scenarioās.
EDIT some more: The extreme slowness of the elevation button (extreme slowness, bad enough that the game reset all of my graphics settings to the lowest options, all my sound volumes to 0, the language setting to Brazillian Portugese and apparently it even erased the event mods I had unlocked but didnāt have enabled currently (Edit even more: Iām currently validating all the install files because everything from multiplayer synching to ingame graphics seems to have gone all messed up. Seriously, do not build large water maps) seems to be caused by there being a lot of water on my map. Ludikris sized land maps render just fine. Apparently every time elevation is added on land the wave patterns are all recalculated or something, even though they donāt need to render until I click test.
Soā¦ does anyone know of a mod that makes all the water look just flat, like in the original game?
I have been searching around for information about the palace and other hidden units. How do I access them in the editor. Also what āsecretā hotkeys exist in the editor that are extremely helpful?
Anyone knows how to add more predator/prey animals like another crocodile and elephant to the game and allow villagers to hunt/kill them?
Could someone also alert the developers to the graphic perspective problem for the Indian Fortified Tower, compared to other buildings. The towerās roof (red) is rendered strangely from a wrong visual perspective.
Canāt see what you mean? The middle of the roof aināt as high compared to the edges as the other 2.
The gold part of the dome should be lower and not all its surfaces should be visible from the perspective of the gamer.It needs to be dipped a little to the back to match other towers.
I think the models are done in 3d environment even for buildings, not by trying to estimate angles. So it looks how it looks like.
Actually the back surface is not even visible if you truly look at the picture proper.
Any tips on this request?
Is there any other such hidden units?