Scenario Editor got improved

The Scenario Editor really looks awful but it got a lot of nice improvements I noticed.

  1. There is a easy starting Age selection where you can also choose the Minor gods and it even previews in the Editor.
  2. Triggers are now sorted by categories.
  3. Most new Triggers from AoE3DE were copied over.
  4. A bunch of new Triggers were added.
  5. A bunch of new Conditions were added too.

I haven’t had time to try all of it and I already noticed some bugs but it’s already a good start.
There is a trigger that allows you to literally change the civilisation. That’s wild.
My favourite is that you can change the training location of a unit. So for example you could train Hoplites in a Hill Fort if you want to. (Though setting it to Town Centre seem to not work)

There is a Trigger to change the Architecture but that doesn’t work. Would be nice to see one to change the Major God statue (and UI) too.

But the wildest thing is that there are triggers to draw terrain, change terrain hight and add water. I haven’t had the time to try all of those yet so not sure how well they work, but if they do they open up a lot of crazy possibilities. You could literally make a flood map.

I hopefully have some more time to investigate it this weekend but it looks really promising so far.
Besides the UI, that is really ugly.

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The editor lacks the build wall function :expressionless:

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I already run into a bunch of strange bugs.
Like for example you can now check who controls a “Socket” which should only be Settlements in AoMR but it only works sometimes.
If I place a TC on it in the editor it works but if I go test and build a TC in the test mode it doesn’t. Very strange.

Also I noticed that the Scenario Editor exclusive buildings now have Atlantean version.
Well the Tent and the Shrine. The Shrine is also not identical with the Temple for the Egyptians anymore.
The Naval Shipyard still doesn’t have an Atlantean appearance.
Not sure why they left out that one.

The best new trigger additions in my opinion are:

Protounit: Set Flag, this allows you to modify flags from the proto directly with triggers so you can make any unit revivable through KnockoutDeath set to On, or any other Flag changes (huntable, repairable, etc.)

Protounit: Set Unit Type, similar to the above you can change the type of a unit which allows it to benefit from Techs that modify that unit. Make any unit a Hero and it benefits from techs like Mythic Rejuvenation and Hermes Winged Sandals.

Unit: Add Modifier, this applies stat modifiers to a specific unit and not the entire protounit which was a limitation of the original AoM with the Modify Protounit effect, which does still exist for those cases.

What I would still like to see are triggers to add Abilities/Actions to any unit.
When using the Enable/Disable Action trigger, you can only Enable/Disable actions that already exist on the unit, you cannot Enable an Action on a different unit.
Maybe there is a way to do this, but I haven’t discovered it yet.

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Something that I forgot to mention is that you can copy Conditions and Effects between triggers, which is very convenient.
AoE3DE really needs this too.

I guess that would be hard to do since the units don’t have the animations for it.

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That makes sense. Even without animations it would be nice to have abilities on a cooldown, even if the unit stands in it’s idle pose for it or if it has to be tied to an existing action, so it will auto attack and use the ability.
There are some passive abilities too like Kastor’s Charisma.

You can definitely do some things, like you can add a Knockback/Throw or a Freeze/Petrify to basic attacks on units through the Action triggers.
I think there may be some workarounds here to add pseudo-abilities by using conditions though.

Can even make it a pseudo-ability and show up in the section by adding a tech to a unit with Set String effects to customize it to look like an ability that gives players a description of what the unit does, this is a quick mockup I tried.

I looked into it some more. Not very useful for most units since they only have one attack and it would be a little strange if that would just freeze all enemy units, lol.

But it’s cool to be able to add life steal or poison to any unit.

One cool new change that I really wish AoE3DE had is the Filters in triggers.
You can just type the name or the units, technology, Flag, and so on in the Filter filed and it will only list the ones that contain the filter.

In AoE3DE that would be a lot more needed since all units and technologies from the same Expansion have the same prefix so it’s a pain to find them.

No it does not.

It’s in the Place Object window.

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I keep discovering new things.

You can edit terrain textures in the Editor. Not sure if those changes will be saved into the scenario though, might just be for testing mods.

You can cast god powers in the editor. I don’t thin that was possible before. Let’s you make Underworld Passages. Not sure if it’s useful for anything else.

I also have been experimenting with the flags and such. Some stuff doesn’t seem to work.
Like there is the flag “prayable” but it doesn’t allow Greek Villager to pray there.
Or the flag repairable enables the action but they add 0 HP, which is kinda pointless. Not sure if it’s possible to modify the repair speed for certain buildings/units.

I wanted to make the Guardian from the campaign repairable but I didn’t manage to get it working. I managed to get villagers start repairing the sleeping guardian after I made him a building but they added 0 HP to him.

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Protounit: Modify Data and give the GuardianSleepingTNA some Build Points and it will work.
Then use a 2nd trigger with Percent Damaged = 0 to change it into the awakened guardian like the campaign does.

Sadly turning a unit into a building makes them immobile. I tried making a titan repairable and it worked, but it wouldn’t move. Could have some applications, like making a unit a building when damaged some percent, and then remove those tags when healed to move again.

Unless there is a workaround to making buildings move.

Resource gathering seems weird. You can use the Unit: Modify Resource Inventory to make a gold mine have 0 gold, and then give it 6000 wood or food and that can be gathered through mining. Favor does not work though.
Changing the resource type of temples also does not work.

In the proto.xml temples have an initial resource of 1 favor, with the flag UnlimitedSupply, adding these to another building also does not work. I can’t get a House to ever be given a resource inventory.

On another note, I wish Unit: Modify Resource Inventory had a Protounit version and not just a Unit version. As is the unit has to exist to be selected and not be created later.

Can’t villagers repair siege units and ships too?

It would be really cool if it was possible to make villages pray to the Guardian to awaken it or heal Titans that way.

I discovered you can turn caravans into huntables/herdables. Since they have a resource inventory and you can fill it with food after making them harvestable. Trying to add resources to other stuff didn’t work tough. I really wanted to turn shipwrecks into harvestable wood.

I really do hope they port back all the improvements they made to AoE3DE.
I still have a few things that should be improved.

Is it possible to make the gold collectable from them? Would be funny to have a scenario where your only gold income is hunting down enemy caravans.

Can you add a bounty to killing units like Fafnir has?

Harvesting their gold is theoretically possible. I don’t see why it wouldn’t work. Just give them the right tags and leave them as normal caravans instead of filling their inventories with food.

As for the bounty, I don’t think you can do that with unit tag or data triggers.

All right… guess I completely missed it. Used to be in the objects tab iirc.

Is it me or dialogue triggers now lean even harder on string ids?

The dialogue triggers dont need string IDs in Retold. At least not the Character Dialogue trigger that handles cinematic and ingame chat messages.

The only thing that demands string IDs from what I’ve noticed is rename triggers.

The Protounit Change Name Trigger doesn’t need IDs though.

Though the Character Dialog and so on need IDs for the images.
Not sure where to find them. Do I need to extract the game files for that?

Doesn’t it? I got an error when I tried it. Maybe they changed it between last week and now. Or maybe that was the Unit version of the trigger, not the Protounit one. I used both in my scenario.

You don’t need to extract them, just provide the right path. I extracted them for ease of use (they’re in UIResources.bar), but you can just copy the file path in Resource Manager and past it into the field (but delete “game\ui_myth” at the start).

EDIT: I can confirm the name change triggers don’t need strings. No idea what I did last week when I started work on the scenario to make them break.

I did it last week.
Also there are errors?
In AoE3DE and AoM Triggers just don’t work and you gotta figure out why.

Well I need to extract the file to see the paths, don’t I?
Did someone already compile a list of files?