A few ways to improve the scenario editor

Such a fine fine post!!! Indeed it is!!!
Any news from these requests? Sure the devs shouldve seen it!
I´m coming back to the game after a looooong while and got interested again in designing scenarios (one of my passion 20 years ago)

As you, it used to give me more pleasure than multiplayer itself. :slight_smile:

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Hey - I’m currently making a scenario to play with family and share with friends, and I’ve noticed there’s a lot of work that could be made easier with very simple implementations

It’s a scenario based around capturing cities and strategic locations - I have around 550 triggers right now

For the love of god, under “Player source” (you know in the triggers where you choose that it applies to p1,p2 and so on) add an “ANY” option (requires no new code, just mirror the effect/condition in the backgroung, once for each player) - and preferably an “Any except” option.

To give you an idea of how much easier it would make my job take the trigger that makes player 1 capture Rome

It checks whether there are military units of player 1 in the area (has to have 1)

Then checks if so that no other player has a military unit in the area (7 conditions)

Then checks if there is no tower from any of the other players (7 conditions)

Then checks if there is a castle of any of 8 players (8 conditions), (including p1 - if a castle is low enough I have it to swap to gaia and I don’t want effects to go through if p1 already controls the city)

If the checks go through it then has 8 effects, each for each of the players that could be controlling the city before (change ownership from gaia to p1, p2 top 1,p 3 to p1 etc)

That’s 32 conditions and effects for the capturing of one city by 1 player. Later that all has to me mirrored for 6 other players more - that’s 214 effects and conditions per city, and I’ve got 35 cities. You can see how the donkeywork starts to multiply fast.

And another request I would make is please, implement some sort of folder system for triggers. Organization wise it would be much easier to keep track of triggers, instead of having to endlessly scroll

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Any updates from the devs on this? Custom campaigns are severely lacking in DE.

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I’d suggest adding a way to make multilanguage scenarios. I’ve tried to translate the scenario “A journey to the west” from Filthydelphia, but it has essentially become re-making it… and I failed. There were problems with AI, for example, because I could not understand which one was used.

Scenario translation should only consist in rewriting strings.

Is there a list of which of these have been addressed and which are yet to be resolved?

@CardRaccoon9455 He also posted this list on AoK Heaven, and he’s been updating it there:
http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=4,44652,,30

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For the people who are still active editing and creating scenario’s…has it improved?
The scenario editor is still my main reason to play the game actively.

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Please, correct the positions of the bridges with new models (type E & F) in the Tariq ibn Ziyad campaign (Scenarios: 1, 2, 3 & 5), Attila (2nd scenario) & Tours .

If only I could refresh my data mod without leaving the scenario editor… Would save sooo much time.

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allowing renamed units to be affected by upgrades at the blacksmith? this would be a great trigger!

That would be nice but I almost always restart the game every time I update the dat anyway.

Here’s something I would really like:

  • A custom list for terrain types you are currently using, instead of swapping back and forth between ground and water, or even the entire list, you could have a tab for terrains you’re using frequently on that map.

-The editor doesn’t seem to list modded items that do not have a language file string, at least for me.

-The 2nd type of cliff is the same as the first. I know this has been a thing for decades, and I’m sure there’s a reason why it hasn’t been changed, so maybe add a 3rd cliff type? I also have issues with the fact the cliffs are stuck on a 3x3 tile grid, they are rotatable(the graphics), but not moveable. \

-ability to paint the base terrain layer without changing the “layering” layer.

-The ability to display instructions that are only shown to a specific player.

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Don’t know if this thread is still relevant, but I was kinda surprised to see that they didn’t have triggers that SWGB had back in 2002. (Basically AOE2 reskinned).

One trigger in particular is the “deselect object” effect. I recently tried making a trigger “disable object selection” but it’s completely useless if you never deselect the object. Once the object is deselected then it can’t be selected again, but if you don’t deselect the object, then you never witness the effect of the trigger.
-example: I have triggers set up to make it look like a person boards a ship then takes control of it. And when the ship docks, the person comes out and the ship is no longer controlled. To make it more realistic, I also changed the stance of the ship to “no attack” so it does nothing if attacked. But because I can’t deselect it with a trigger, I can change it back to aggressive stance and task it, which isn’t supposed to happen. I used to just change the ownership of the ship to a “civilian” player, but I can’t do that anymore because I’m using “modify attribute” to upgrade the ship’s range/middles/speed/etc. (p.s. it’s an open world rpg style scenario.)

Another trigger which was only cosmetic but still cool was the “flash object/s” effect. Where the circle around the units once selected, would flash even if they weren’t selected. It helped emphasize units during “display instructions”

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I wanna add, in the Options tab, where you can disable Techs, add the unit techs, like Champion, Cavalier and so on. I know I can block these with triggers, but is easier to do here. Also, you can block other techs with triggers too.

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@LordBasse Hi sir, is this thread still active? Ahead of the new DLC release, should we be suggesting things to add to the editor to the Devs to consider?

@LordBasse
Sir I have added some thoughts on possible trade units specific to the editor which could be added. They would not require much additional work by the devs as the graphic assets are already in game in a way…Hope to have your thoughts?