If the production team has seen it ~
As a map author
I think some “simple tools” could be added
to facilitate map creation
-
Add 50 to 100 “blank technologies that can be developed”
-
Add 50 to 100 “blank buildings” available
-
Add 50 to 100 “blank units” available
-
Add a donkey cart that can shoot arrows
in editor unit
(requires a building)
Has movement command but can “shoot arrows”
5.Add a new
building and unit that
this one can move and attack at the same time
In theory, this is not a hassle (no need to adjust the underlying code)
But it can greatly increase the convenience of creation
1 Like
What do you mean with ‘blank’ something? You can already modify unit and buildings graphics and can modify tech effects using triggers? Say
Condition
Research Drill
Effect:
Modify pikeman cost or something
4 and 5 seem too specific.
I’d rather be able to modify fire and snow graphics. Like, if I change a Wonder graphics to the Colliseum graphics, flames and snow patches appear in the original Wonder positions
Blank = a garbage unit
Could be a copied “ID 4 ARCH”
but the ID might be is 41000~41101
This way I can have a “true standalone unit” to unique and can be modified or upgraded
Or execute the following code
void LV9boss()
{
int 4 = 75;
xsEffectAmount(3,x,1266,por,p);
}
Sometimes for the sake of scene production and avoiding unit conflicts (actually very troublesome)
The same is true for technology
For example
For example, technology~the production team has given~
Technology Placeholder 01~10
Just like my needs
Players can actually use xs to independently create “technical effects”
But there is no “blank technology” to use
To add, the official blank technology is prone to bugs
Technology Placeholder 01~10
Not sure why
It’s easy to cause players “game errors” when you’re doing research and development
Buildings or units that can move and attack at the same time ~ can create more possibilities for the editor ~
(at the same time this unit is also more modern)
(For example, age 4’s Mongol Raid)
To add ~ I also need 50~100 blank projectiles
I can use the upgrade to make the blank projectile become any projectile, and then modify the effect to achieve an independent unit
You can try to collect “UP TD” c32 MOD
It is a pure scene editor MOD
But I often use XS
Includes implementation of “independent upgrade system” in AGE
But again, it’s not like you are gonna use EVERY SINGLE UNIT in the editor. You can change the graphics of John Falstolf to a deer if you want, or whatever.
And again, I don’t understand why adding blank techs is necessary. You can modify, I don’t know, any UT or Elite Tech or any tech that the player won’t use.
If I use Byzantines, I can rename El Dorado, change its cost to 100 stone, change it to be researched at Town Center, make its research time 5 seconds, and when I research it, I can give all my modified John Falstolfs +5 armor or whatever.
I haven’t touched this part of the escenario editor but, isn’t there an effect that modifies projectiles? Like, can’t you make your scorpions shoot petards or Pyramids or something?
Edit: surely attack/move at the same time would be cool. Maybe your AI could use hit-n-run tactics in the meanwhile?
Here comes the problem~ When I not only want players to get “civilization bonus”, but also want players to be “diversified”
Technology/Units/Warheads/Buildings
Not enough~
At least the buildings are not enough~
I will try my best to use “scene editor production” just to hope that the mod circulation efficiency will be good~
If we have an arrow tower that can move and attack at the same time~
and modify the picture
Put in technology~
We’ll be able to get “Survivor Game”
you should be able to just create your own datamod, add a bunch of blank entries and thats it. you dont need the official devs to do this and since the original IDs are left untouched, any update can simply copy paste within GENIE which takes like 30 seconds to do.
You know you can change unit graphics to building graphics, right? And add building armor. Make Robin Hood look like an Accursed Tower or something.
Maybe in the future we’ll get an atrack/move unit
I made a simple data mod, adding some new unit entries with AGE editor. No edits to unit icons or building icons. But what happened is that some icons of recently added units like those from the TMR DLC and the ROR DLC disappeared. I did not modify them in the AGE editor at all. What is the reason for this?
They already did something like this for custom tech research. (Technology Placeholder 01 to 10.) Although, I already made a mod that does this.
edit: Although, I wish they would give us a “modifiable” dataset that is separate from the existing one that ALSO works along with it. Basically, my mod above. (Just name it: mod_empires2_x2_p1.dat that works with the empires2_x2_p1.dat and includes the mod data. They would just need to ‘reserve’ ID’s for the modded content.)
edit: I used this template for my other mod and it works pretty well:
edit: But at this point, I have lost all interest in modding this game anymore. :\
Yes, the editor can actually solve a lot of problems by just “copy and paste and create some blank cells.”
The development of the editor and more mini-games will greatly extend the life of the game
(such as WAR3)
Any way to copy triggers between scenarios?
1 Like
Yeah. There is AoE2ScenarioParcer.
It has the option to copy/paste triggers.