LIst of Modding/Scenario Editor Feature Requests

Inspired by the list of bugs post, I was hoping we could make a community post to maintain a wishlist of modding features / scenario editor features and put it in some sort of priority. I hope that this post isn’t awfully inconvenient for the devs!

New AOE2DE Modding/Scenario Editor feature requests:

  • “Refresh current datamod” button accessible within scenario editor menu
    This would be much faster than having to exit to the main menu, going to mod centre and having to import ALL local mods again.

  • “Refresh current datamod” button accessible within skirmish menu
    This would allow faster testing

  • Create an effect command that allows spawning a player’s own units from an enemy object

  • Allow units to be spawned from Type 70 objects using effect command 7 (Spawn Unit) and also with xsEffectAmount

  • Allow task 155 to drain HP from either allied, neutral or enemy units using negative regeneration

  • Allow expansion of the villager build menu to more than 2 pages, ideally unlimited

  • Allow civilian class units to have unique build options rather than only having villager or fishing ship interfaces.

  • Allow all interface types to have change weapon button

  • Allow type 80 to have a switch mode button (change weapon)

  • Allow XS to be packaged with datamods and have void main() initiated on game start. It would be ideal if the mod invokes the main() method of the xs file called main.xs as well, not the main method of any xs file in the xs folder.

  • Allow the starting attack stance of every unit to be defined/manipulated in datamod

  • Allow xsChatData to take an optional argument that defines the ID of the player that the message will display for.

  • Graphic mirror support available within the engine again

  • Allow combat task to prevent a unit attacking units other than the specified class or units, but to allow auto-attacking (unlike hunt task)

  • Allow reduction in the time it takes for a unit to find its first target - it takes 1-2 seconds

  • Allow task 155 to affect class 11 objects (projectiles)

  • Allow tasks to force units to follow units of another type

  • Add Trigger Condition to compare the contents of a players chat message against a string.

  • Ability to inflict status effects for units such as Poison, Slow, Freeze.

4 Likes

Allow XS to be packaged with datamods and have void main() initiated on game start

For this, it would be ideal if the mod invokes the main() method of the xs file called main.xs as well, not the main method of any xs file in the xs folder

Just a few things to add to the wishlist.

  • Trigger condition to compare the contents of a players chat message against a string.

  • Some method of enabling more intelligent pathfinding for units.

  • Ability to inflict status effects for units such as Poison, Slow, Freeze.

  • Sky passages from AoM or some way to implement them.

@Felizon89 if possible could you help us pass the message along? I believe the list is made with ones on top of wishlist as highest priority as to how important it is to overall modders.

for pathfiding - I feel thats more to do with game engine/limitation. surely if they have money they could improve it but hasnt done so for over 3 years now. might require overhaul of a lot of base game.

for slow/freeze - we currently do have ability to slow and freeze. the new centurion feature is already much easier to make use of than the old caravanserai.

for poison - it is on the list as well, the centurion aura with negative regeneration can be used for that.

for the sky passage - technically SWGB already have flying units and the OP already included this:

which would be used for flying units.

Fix the Save chapter glitch: Save Chapter Glitch - #14 by 7yundao

I’m assuming that this is more of a performance issue which is why I think it may be best if it could be toggled on/off.

Yes, but these effect an area around the unit. I want only the specific unit that is being attacked to have these modifiers.

That’s not really the same thing. I want to be able to create 2 or more of the exact same building that units can use to teleport around the map. If a unit garrisons in one of these buildings it is garrisoned in all of them and can ungarrison out of any one of them.

for the garrison/ungarrison might already be doable, currently trying to implement just that. though I am not seeing how flying is connected to garrison/ungarrison.

now asking them to implement feature just for a mod might be a very tall order simply because of fact that this game is about medieval. anything outside of that they have no reason to do so, so its up to the modders to find things they can use.

its almost always the other way around, they implement a feature for the base game, and modders make use of them, though I can see why you need those features in.

Nothing inconvenient about listing ideas you would personally find helpful for modding. If anything it can only help the developers if they look to add features in the future. It’s the choice of the devs when implementing new features after all, it’s not like you are forcing them lol.

The only thing I would say is it might not be the best place for this topic since it’s in the Report a Bug section, and I doubt these are bugs just a wish list. But I’m glad you made the topic, I think it can be helpful.

1 Like

Would be cool if I could compare two variables with each other without using XS script.
Also the ability to count the amount of units in an area.
For example:
Player 1 has 5 troops remaining
Player 2 has 4 troops remaining

Trigger:
Condition: Compare Units

Source player 1, target player 2, Comparison Larger, unit/unit type/unit group, area

Returns true if player 1 has more of the troops than player 2 in the selected area

Also would love to have the ability to track down the amount of kills a specific unit has killed.
For example, a mod in which you have normal units and heroes, i want to separate how many kills my hero got to level him up, while ignoring all the kills my regular troops got or what my total kills are.

Last but not least as people already mentioned: FLYING UNITS
Ability to set a unit to a flying type, meaning melee units can not damage or attack them.
Flying type unit would have a height parameter, telling how far off the ground it is.
If its height is larger than a units attack range, it can not target it.

1 Like

Various new modifiers similar to Terrain Defense Bonus* including one for graphics Z-offset modifier (for reasons).

Unlock buttons for special abilities across all interfaces and allow changing button locations on the panel.

bump, also requesting a feature letting player choose which building to spawn the units from if there are more buildings than the cap limitation.

After 2 years, fixing the save chapter bug should be now a modding/cs feature request as well

Is there an official new XS script functions request?

There are so many trigger Conditions and Effects that would be very useful if implemented in XS, such as Create Garrison objects.

Also if there are any plans to finally obtain a Unit unique ID at runtime and retrieve for example the unit’s location XYZ and it’s HP.