Bad triggers (campaign) + suggestions | Editor problems and suggestions

You must control all the triggers again, especially the Cycle Triggers.

You cannot add some cycle triggers where the condition is just “if army is dead” and they simply respawn and attack you again and again and again. Doing this is simply not good.

You must add a timer too or add more time, like 120 seconds and/or even more at least and you have to add even another condition like: “if player X has enough space”.

For example:
Mission 8, I killed a big enemy army and after just too few time, a new army arrived… so I destroyed ALL enemy houses and after just 2s that I destroyed those 3 enemy catapults, they respawned again… It’s not realistic tho.

Mission 19: After I destroyed an army, 2 of them arrived after just 30s… it’s not fair. You must re-control them. It’s really unplayable.

And these are just 2 examples.
There’s simply not enough time and it’s frustrating sometimes. You should rework the cycle triggers.

Mission 8 Titans Expansion Campaign:
Even though the portal was destroyed, units continue to come out… and the enemy base was destroyed with a mass of phoenixes and meteors. That’s NOT good.


Editor problems:
You made an easy thing like a dialogue creation difficult.
Character player dialogue it’s really a bad new trigger. The old one was really easier.
Set Tech Status: You need to add the old effect called Copper All, Bronze All, Iron All, Medium All, Heavy All and Champion All. It will improve the Quality of the triggers, in fact with these ones I could create just 4 triggers Instead of 8 or more…
Camera Tracks: the time is not set automatically, even though the check mark is set. You have to do that manually and it’s not good.
The old editor was better with this thing.

Do this and you will improve the game.

This is kinda the worst. Instead being rewarded for killing enemy units you get punished for it.

They really should touch up some of the missions and give players alternative ways to beat them by like doing things that prevent additional armies from spawning.

It just shows a text with an icon.
It would be nice to be able to get the paths to the icons without having to use the Resource Manager.

That would be nice.
But it’s not as important now since you get use the new Age setup that will automatically research the technologies from previous ages.

Also the new filters make it easier to search up those technologies.
But yeah the catch all techs are useful especially with Egyptian units.

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I wonder what would happen if you seriously microed for a mission and just continually walled in a single enemy unit from an army instead of killing it for the rest of the game…would you no longer be attacked by that respawning army? Might try it

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I absolutely agree with you!
They could even just add more time after another horde of enemies or add a condition that depends by how many houses (so the pop space) you have… there are a lot of alternative things, I think.
And I know those things because I’m a scenario designer and more. I’ve created a 2 hour video (movie) with the old editor so I know some things

And what will happen if I don’t want to use/show the icon?
I just wanted to use the name of the speaker and the text… and now I have to search the icon, write the right thing like “{STR_CHARACTER_HOPL} - Hoplite Matthaios” just to say the name of the speaker…
I don’t know honestly

Oh, I didn’t know about the New Age setup that automatically research the technologies from previous ages. That is really nice.

You know… You got the point. MAYBE if you don’t kill the entire enemy army, maybe you won’t be attacked. I have to try

Are you using the character dialogue trigger? If you leave the Icon field blank it does this:
image

If you’re using the Talking Heads Dialogue you can also leave it blank, it just does text on the cinematic bar at the bottom.

There are a few different dialogue, text and chat triggers now though that do a few different things, like In Game Prompt Show Unit has a chat box appear above a unit’s head.

For String IDs they are only used if you want translations to other languages.
You can write Hoplite and it will appear as “Hoplite” in every language. If you use {STR_CHARACTER_HOPL} then when people play in other languages that string will be translated based on the string_table file in game\data\strings. Using this, if you are making a single player map you could have multiple languages with your map if you wanted to make custom string files.

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I know how this works but thank you anyway for giving me a little guide of it, i had problems when I was making dialogues when the cinematic mode was on. There were problems (but now I think I’ve managed it).

Another thing that they could add is the battle cries.
When Arkantos was screaming because of his ability, in the old AoM even the units around him were shouting.
I’d like to have this audios in this new AoM too

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Do you like warcraft Editor :smiley:

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I’ve never tried Warcraft Editor. But one day I will! : )