Scenario editors, what assets do you want or think there should be?

Indeed. I’d like if modders would get more credit but I acknowledge that v&v completely killed our credibility. I think it was not a bad idea to create a market with certain rules instead of having Devs releasing dlcs like that again. To me it seems fair although I know nobody likes to pay what they have for free and maybe it’s not convenient to Microsoft either so we’re kinda screwed.

Yeah I understood what you mean. It’s just that certain things like scenarios are very specific to the artist so it’s hard to make incidentally the same thing. You either copy it or not.
With civs craft I’d say it’s easier to have the outcome you imagined because there are intrinsically less possibilities when you need to adhere to history and make the civs balanced too.

Some ideas:
-trenches
-archer stakes
-flagpole that raises over time (could capture nearby buildings)
-banners that provide a small area buff when captured
-chinese style dirt walls(flood walls)
-chinese fire towers(signaling of enemy invasions)
-a randomizer feature(idk how feasable it is in the engine but a system where you assign a chance to a tile and select whether it’d spawn as something else(like nothing or a tree), and you can also select whether it requires a certain object nearby(that could of just spawned)… (ie. 49 empty tiles are set to tree at 50% chance but require trees nearby while one more empty tile is set to tree at 5% chance but does not require any tile nearby, so in total about 25 trees will spawn 5% of the time))
-capturable buildings in general (town center, houses, resource camps, farms)
-capturable gates that convert nearby walls(this is practically it’s own gamemode)
-capturable healing building
-walls that protect the units behind it like a hussite wagon but only for -25% damage
-bridges(someone mentioned we needed a big wooden bridge)
-ambience(placable sound files… the issue is 99% of the time people loop them far too often so this is my least favorite idea… but examples are crows, thunder, hawk(fake eagle), wind howlings, swampy stuff like frogs, whale, deep pitch elephant noises(distant), crickets(i fear the annoyingness potential), owls, vultures, church bells, flag in the wind, tree branches breaking, tall grass in the wind, civilization themes, middle eastern desert music, etc)
-weather effects (light snow, heavy snow, wind, light rain, heavy rain, hurricane rain)
-swamp terrain(slows mounted units, prevents ships)
-tall grass terrain(units move through it but slows mounted units, prevents buildings, may limit vision slightly)
-brush terrain(units move through it but blocks mounted units, prevents buildings, may limit vision slightly)
-high producing farm terrain(can not be placed near starting locations(balance), could even mesh well with capturable farms(my second least favorite idea is this resource))
-generic decor with variations(crates, barrels, camp fires, & other things)

Not specific to scenario editor (but very helpful):
-4 more players(even 2 more would be amazing; add a notification that the game isn’t optimized for many players if needed)
-water resources, water siege tech availability, and water ram ships from the latest dlc
-long pikeman(unlike the spear & halberdier units, this unit uses a real pike (similar to kamayuk); stats similar to the supposed in game pikeman unit but with +1 melee armor, 1.0 range, and 1.3x bonus against mounted units of a halberdier)
-axemen(historically more common than swords; could represent a unit line with higher damage against walls, siege, mounted units, especially elephants)
-regional swordsman skins (east asian, middle eastern, indian american)
-regional monks & monasteries(the biggest concern imo is monks)
-regional trade units(there were a few not done)

Our biggest hope is they start implementing such things on campaign DLCs but i have doubts

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But how? What triggers i need to use?

Modify standing graphic of a common tower to a Svan one. You need to check the id of the svan tower in genie editor. And you wouldn’t have a destruction animation for the svan tower since it doesn’t exist one.

As an alternative you could simply place a svan tower on top of a watch tower as to make it look like it’s the svan tower that is shooting.

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Tried it out, but is didnt work the way i hoped it will. The only ID for Swan Towers i found is 1807. If i change the standing graphic 1, there is nothing displayed when the building is constructed. If you try to change standing graphic 2 as well, the game is crashing to the desktop. Same if you try to change only standing graphic 2.
For the test i tried to let a house or a common tower look like a swan tower.

Is there anything I may not have considered?

Don’t use the unit ID for this. In the Genie Editor, you can find the Standing Graphics, Walking Graphics, Dying Graphics, etc. for each object. It’s graphics ID 12616 in the case of the Svan Tower.

However, it’s an assett with multiple rotations, so it will change its appearance whenever the Tower “looks” into a different direction to shoot. It won’t happen for a non-attacking building like an Outpost.
There should really be a functional version of the Svan Tower…

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Nice profile picture. @Grandy02

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Just thought about it. I need villagers with torches and weapons so I show off a rebellion.

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The new campaign video dropped and already I have good news.

Market stalls exist in Chronicles

Lava terrain (for real this time)

New variations of existing assets like lumber & quarry.

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First of all I wanted to thank Skadidesu, SamePorpoise and Grandy. You helped me a lot. I have now decided to depict a hut as a Svan tower. The advantage of the tower is that it is a residential building with stronger armor and more HP and can also train Georgian militias aka Nordic warriors very quickly. I decided not to have a direct defense capability like with regular towers. In my opinion, it’s a good middle ground between game and reality and gives the Georgians a bit of uniqueness.

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Chronicles is a gold mine for assets.
I think it will double the amount of scenario editor exclusive units (not counting heroes) in the game and probably increase the amount of assets by at least 25%.

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They even got cool palisade walls. The shock cavalry would look good as a Hunnic cavalry vs. the Paladin currently. Same with the cavalry archers.

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@nicod81 You’re welcome.

Thanks. Always open for more :elephant::elephant::elephant:. Kinda disappointed that the Achaemenids don’t have any.
They could add a huntable African Elephant, the model already exists (see icon of the Asian Elephant). Also, the Ox as a standalone unit (herdable or scout animal). And a Pack Llama, could be an Andean reskin of the Donkey.

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(slightly off topic but related.)

I still want a separate modifiable data mod (something like mod_empires2_x2_p1.dat) that works together with the original and the mod version somehow. This way, it won’t break the data mod every time there is an update. It would have to be their own special ID’s. Separate from the game. (So, you would have to avoid modding those specifically unless, you intend to. But, it would probably just be easier to mod the empires2_x2_p1 in that case.) Basically, an empty data mod. (Although, that would probably break things too. Like, how to assign it to what civs and whatnot. Although, they could be more… generic existences. Not really assigned to anyone unless needed…) shrugs I’d have to think about it more but, keeping them generalized would be fine with me.

edit: This would be more for like… ‘Custom’ Objects, Sounds, Terrains, Etc. Not modding a object slightly to your needs.

edit: Yup I know. But, that is not the point.

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You need to add civilizations.json inside .dat file.

You can find it within your local file of AOE2.

The civilizations.json ensures that your datamod is somewhat consistent whether new civs are added.

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That reminds me Elephant Skirmisher will be a neat unit to have. If not very different from Elephant Archer functionally, it will atleast be very cool for Scenario Editor.

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I would like an AI that plays less competitively. One that also builds walled bases and uses all the units that are available to it or are made available to it via trigger in scenarios. I know the whole point of the game is to build up quickly and then attack the opponent in endless barrages. In order to be something different, the game is generally missing a few components such as more diplomacy and economics.
But since I think there are many players like me who approach the game more slowly, an alternative AI that works more in this direction would be brilliant. It’s a real shame that the AI, for example as a Persian, only attacks you with savars, battering rams and trebuchets even though you have also provided it with Sogdian cataphracts. That would be my greatest wish as an extension for the editor.

If you want to be a good scenario creator you will have to learn how to code AI scripts.

But I think the developers should provide us with a small set of personalities. That would also be very nice for skirmish.
Also individual difficulty based on player.

Imagine being able to set a defensive, aggressive, expansive, booming, etc. personality.
That would be a really nice in a lot of situations.

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Agreed. We should have African elephants on African maps and Asian elephants on Asian maps.

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