I spotted this bug in build 158041, in a custom map for Return of Rome. I was using Steam and Windows 11, and only allowed that AI player to construct farms (and prohibited it to construct any other buildings). It is also connected to a bug where the game crashed via clicking on the Units box for player 3, in a custom scenario created via Editor.
Maybe you could try either Moving the train location to a Pyramid or something or changing it’s cost to a negative Wood number or to an unused resource. I don’t know if Return of Rome editor has XS, but perhaps you could also try using that to disable the Town center.
Also, I don’t know if Return of Rome Town Center is made of many buildings, like AoE2 Town Center, but if it is, perhaps you should try disabling those, too
Thanks for your response! You’ve shared good workarounds.
I don’t understand this part.
I don’t plan to learn XS scripting for now, but thanks for the suggestion.
In the custom map where I found the issue, I didn’t place any Town Centers for that player, but I did place houses, Gaia buildings (yurts and whatnot), granaries, farms, markets, etc. I don’t want them to build anything—just work with the buildings already placed in the scenario and maybe create farms.
It’s been a while sincw I’ve touched the AoE2 editor. And don’t own Return of Rome, but i presume the editors have the same triggers.
Obsolete
Use the modify attribute: train location and modify the Town center train location to a Pyramid or Gold mine or whatever. I don’t know if you can actually do this with buildings.
In any case, you can still use Modify attribute: Gold/Wood/Whatever cost and set it absurdly high or even negative. Or change the Amount of 1st Resource storage to any unused resource
It’s like that since the release of the original game, the AI can always creating something banned, it is like when start a scenario and pause the first second, and you have access to the thing you removed
It’s because of how software runs. Loading the scenario gets executed in the CPU earlier than triggers, so using triggers to disable stuff won’t work in the first few miliseconds, because triggers haven’t run yet. I always recommend desactivating techs in the Options tab, instead of using triggers; including techs that lead to units, like long swordsman or crossbowman or whatever.
If you still have issues, maybe you can make your own basic AI and don’t make instructions for the AI to build Town Centers OR place Gaia vills instead of AI vills and after a few seconds, give those Gaia vills to the AI. Check if the later works out for you
Speaking of AI
there’s a few AI scripts that do exactly that, like this one
Maybe you can add a build Farm rule, or something like that
Doesn’t seem to matter in this case. I tested it in RoR with a mostly empty map, the AI player only starting with Villagers. When I destroy that player’s newly constructed Town Center with cheat units, it only takes a few seconds until a Villager begins wtih the construction of a new Town Center. And I disabled it with both Options and Triggers.
So, this is an actual bug. For the human player, it’s impossible to build a Town Center with the aforementioned settings, not even when pausing the game the moment the game starts.
On the other hand, disabling the House for the AI actually means that it never builds Houses, as expected.