Age of Empires II: The Conquerors Expansion: Scenario Design FAQ by zyxomma100
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The Ultimate Scenario Designer's Guide Version 1.41by zyxomma100 ([myname]@gmail.com)Project Started: 2/23/03Project Finished (Last Update): 7/17/03 (2/5/08) Table of Contents I. Author's Notes A. My Notes B. Version HistoryII. Basic Elements of Scenario Designing A. Map B. Terrain C. Players D. Units E. Diplomacy F. Global Victory G. Options H. Messages I. CinematicsIII. Triggers A. Basics of a trigger 1. What is a Trigger? 2. How to Create a Trigger 3. Looping Triggers 4. Starting Condition 5. Set as Instructions 6. List of Conditions/Effects B. Basic UsesIV. AI Files A. General B. Taunt Detection C. AI Signals D. AI Script GoalV. Trigger TricksVI. FAQsVII. LinksVIII. Credits/Closing ========================================================================= ------------------------Article I: Author's Notes------------------------ =========================================================================This is my place to type in whatever I want. It's stuff that doesn't pertain tothe subject, but I feel is worthy enough to add. I suggest you read my notes. Ithas some info you mught want to know before you ask me a question. ----------------------Part A: My Notes-- PLEASE READ--------------------I haven't edited this guide in a long time, and to be honest, its goals havechanged drastically since I first started it. I first wrote this to try anddocument as many "trigger tricks" as I could, but now it seems that it acts moreas a beginner's guide to learning how to use triggers, with some extra linksadded. I still think that it's a useful resource for most beginner to moderatescenario designers, just that it's not what I originally intended years ago. This place (my notes) used to be some sort of list of scenarios I had created,but I realized that a GameFAQs guide is hardly the place for that. I think it'sbetter if I leave it as it is. I might add some more links and stuff in thefuture, but I'm content with what it's done so far. Thanks to everyone who'se-mailed to thank me over the past five years. For those that have read this guide over the past year, my e-mail address haschanged... sorry if you tried to e-mail me and got a broken address. I'm stillwilling to help with any questions that are asked. And if you want, you canvisit the scenario design forums over at aok.heavengames.com. I believe it isthe most active AoK design forum around, and from my experience the people thereare very friendly. If you need to contact me, I can be found at [myname]@gmail.com, my name beingzyxomma100. I do answer all my e-mails, but I have no guarantees on mypromptness. -----------------------------Part B: Version History-----------------------------Version 1.0- First release, obviously. I don't really think I need to do anupdate unless some new trick is discovered, but I think the Map Editor's Age ofDiscovery is way past its prime. (Edit: 4/11, Philip Dunscombe is back at AOKH.Expect updates. :) I have enough info to help someone who's never seen the MapEditor before, as well as tips for even the experienced scenario designer. Manymore updates to come, as I have plenty to add to the downloads list and thetrigger tricks page. Version 1.1- Fixed it so it can be viewed in 800x600. Edited my projectlistings, and added several trigger tricks and downloads. Finished tauntdetection setup. AI Signals and Script Goals to come. Version 1.2- Okay. NOW it works in 800x600. Fixed typos, and added some stuff tothe Links and trigger tricks. Removed AI Script Goal and AI Signal info, becauseit's really unneeded for most scenario designing. Not many more updates to come,unless I want to add other links or trigger tricks. Version 1.3 (6/23/04)- Formatting changes added to make the titles separatedfrom the different sections. Several links and trigger tricks added. Version 1.4 (6/20/05)- Fixed a link (Thanks Robin), and added other stuff. Edit:6/20/05: Well, this update has been on my computer for months, but I neversubmitted it. Well, the AOKH Blacksmith has changed layout, so there were about10 billion links that suddenly died, which I've now fixed. Fixed false infounder AI, and added a few new links. Version 1.41 (2/5/08)- Updated contact info. New information under "My Notes". ========================================================================== -------------Article II: Basic Elements of Scenario Designing------------- ==========================================================================Before you can create a scenario, you must know what to do, right? This is abreakdown of the menu and what you can do with each selection. -----------------Part A: Map-----------------In this menu you can choose from thousands of pre-built maps. You'll have threechoices: Blank Map, Random Map, and Seed Map. Blank Map will give you a map withno elevation filled with the same terrain, that you specify. You also get tochoose the map size. In the Random Map choice, you choose the map size andlocation, such as Black Forest or Yucatan or Arabia. In other words, the RandomMaps that came with the game. Seed Map lets you choose the map size. location,and the seed. Just type a number in the box provided. Each time you type in thesame number, or seed, the same map will be generated. This is useful forsearching for the perfect random map for your scenario, if you're too lazy tocreate your own. ---------------------Part B: Terrain---------------------In this menu you have 5 choices. The first is terrain. You can select what typeof terrain you want to add, and the size of the brush. Then just paint away atthe terrain. :) The next choice is Elevation. it's very useful for giving yourmap a more rugged look. For single player scenario designers, adding elevationis a must. The next choice is Cliffs. Just click on the map and hold, then dragwhere you want to add cliffs. Right click to remove cliffs you no longer want.You can do many interesting things with cliffs. Check "Other Tricks" fordetails. The next choice is Map Copy. This tool is a nice little gem. It workslike this: 1. Highlight the area on the map you want to copy.2. Click "Copy Selected Map Area"3. Click on rotate left, rotate right, flip right/left, or flip up/down asnecessary.4. If you want to, you can change the ownership of all units in the area byhitting "No Change Player" then specifing the player to change to.5. Click wherever on the map you want to place your newly edited area. Map copy is very useful for moving a section of the map if you have to. But ithas more lucrative uses. In certain cases, you can map copy units or otherbuildings on top of each other. Experiment, and you might find a "new building"that looks very neat. Also in this selection they added "AI Map type," for somestupid reason. They should have put it somewhere else... It allows you tospecify what type the map is. Some AIs do different things based on the mapthey're on. This allows you to change what the AI thinks the map it's on is. Bewarned: Some AIs will not work if you botch this choice up, such as sayingyou're on an Arabia map when in reality it's a Team Islands map. If you're morecasual about scenario designing, like I am, and don't use complicated AIs, youwon't have to worry about this at all. The final choice is Erase Units/Buildings. I don't use it much, but I guess it'suseful for removing certain items and not others in a cluttered area. For somestrange reason, trebuchets are erased when you "erase buildings." I don'tunderstand why ES made the Map Editor consider trebuchets as buildings. :S ---------------------Part C: Players---------------------Here you can edit each player's attributes such as civilization, color, etc. Todo this, set the number of player, then select the appropriate player from thedrop-down list, then change: Starting Age: The age the player starts in. If you choose Feudal Age-ImperialAge, all techs from the previous ages will start out researched. Post-ImperialAge is where the player starts out with every tech available to hiscivilization except spies.-Food: The amount of food the player starts with.-Wood: The amount of wood the player starts with.-Stone: The amount of stone the player starts with.-Gold: The amount of gold the player starts with.-Pop Limit: The maximum number of units that player can build. This rule doesnot apply to units created with triggers or converted via monks or triggers, andthis number can only be set in increments of 25.-Color: The color this player's units will be. You can't change the color ofGAIA's units.-Tribe Name: The name this player will be when viewing stats for the game.Useless in multiplayer, unless for a computer civ.-String Table: Unknown. See FAQ if you want to know what a string table is.-Player Type: Unknown, the game says that this chooses whether this playershould be a human or a computer, but it doesn't seem to change anything.-Civilization: Choose the civ of the player. Has no effect in multiplayer games.-Personality: Choose the AI you want for this player. All AIs in your AI folderwill be displayed. Has no effect on human players. This will NOT work in amultiplayer game. -------------------Part D: Units-------------------Here you can place units on the map. Choose the player for the units, thenchoose a unit and place wherever you want on the map. GAIA units, buildings, andheros will convert to the first human player that sees it. Most of the "Other"objects will not be affected. Note that to place gold mines, forage bushes, etc,you must set the player as GAIA, then click others. -----------------------Part E: Diplomacy-----------------------Here you can choose what player is allied to who. It's hard to explain exactlyhow to change diplomacy, but it's self-explanitory. Keep in mind that one playermight declare another an ally, but the other won't. Be sure that if Player 1 hasPlayer 5 as an ally, you probably want to have Player 5 declare Player 1 anally. (There are, of course, specialized times you don't.) Allied Victory determines whether a team wins if all enemies have beendestroyed. Only in Last Man Standing condition do you want this unchecked.(usually) ----------------------------Part F: Global Victory----------------------------This lets you choose how each player can win. There are five choices. The firstis Standard. With this checked, a player can win by ether building a Wonder,collecting all the relics, or simply defeating all his enemies. The next choiceis Conquest. With this, a Player must defeat all his enemies to win. The nextchoice is Score. The first person to reach the score you specify will win. Thenext choice is Time Limit. You choose the time, and after that time is up, theplayer with the highest score wins. The final choice is Custom. You can have aplayer win by completing a certain number of victory conditions, which youcontrol.Conquest: Explained above.Exploration: The first player to explore a certain amount of the map wins.Relics: This time you get to choose how many relics the player must get to win.You can specify whether the players must complete one of the objectives, orall of them. Note that in the scenario objectives screen, the type of victory will be tackedon to the end of the instructions. If you don't want this, select "Custom,"then leave all the checkmarks blank. You will then have to make the player winwith triggers. (Even killing all other players won't let you win.) ---------------------Part G: Options---------------------It's not very descriptive, because every single menu choice has game options. :pThey might as well have called this "Miscellaneous." Here are the choices here.-Full Tech Tree: This allows each player to research every technology in thegame. However, they will lose their civilization attributes and team bonuses.-Testing Difficulty: This has no influence on actual gameplay, but when you testyour map in the map editor, this chooses the difficulty level. Useful when youneed to test triggers that activate based on difficulty level.-Set View: This chooses where each player's view will be at the start of thegame. Note that this chooses the starting view for EACH PLAYER; you can't haveeach player have a different starting view. Use the Change View effect if youwant each player to have a different starting view.-Go to View: After setting a starting view, this allows you to go back andrecall what you chose. Now you have three choices: Disable Buildings, Units, or Techs. You can use thisto stop certain players from getting certain techs or units. To disable certainitems, click the appropriate category, then find what you want to disable in thelist to the right. Click on it, then move it to the list to the left by clickingon the arrows. For example, if I didn't want Player 3 to ever research Spies,I'd choose Player 3 from the dropdown list, click Disable Techs, click on Spiesin the list at the right, then click on the arrow pointing to the left. You canadd and remove items from the disabled list as necessary. ----------------------Part H: Messages----------------------There are a few special messages in the game, and here you can choose what eachmessage says. -Scenario Instructions: This is the main message in a sense. It is the firstthing a player sees when accessing the -Instructions menu, so you shouldprobably put all important info here. But keep in mind if you have a triggerthat chages instrucions, this info will be removed.-Hints: If you have any hints to help the player win your scenario, and you wantto tell them, you should put them in here.-Victory: All players that win your scenario will see this message at the end ofthe game.-Defeat: All players that lose your scenario will see this message at the end ofthe game.-Scouts: This is usually used to give information about the map of yourscenario.-History: This is usually used to give background information about thestoryline of your scenario. In a multiplayer map, the players will never get tosee this message, so don't bother if you're a multiplayer designer. ------------------------Part I: Cinematics------------------------This is the least used of the options you have, but it has one main use.-Pregame Cinematic: I have never seen a non-ES made scenario that uses this. Ifyou have a movie in .avi format, you can put in in your AVI folder and it willshow up on this list. I believe the movie also needs to be the correct size, butI'm not sure what it is. Useless in multiplayer scenarios.-Victory Cinematic: Same as above, only this will be showed at the end of thegame if the player wins.-Loss Cinematic: Same as above, only this will be showed at the end at the endof the game if the player loses.-Scenario Instruction Map: This is really the only practical use for theCinematics menu. if you have a bitmap image that is 548x288, put it in your AOKmain folder and it will show up in this list. This is the map that shows upbefore the game in single player scenarios. If you wish to make your own, openup the scenariobkg.bmp file in your AOK main folder and edit it to your needs,then save it as a different filename. Put the finished bitmap in your AOK mainfolder. ========================================================================== -----------------------Article III: Trigger Basics------------------------ ==========================================================================Whether you have never used a trigger before or you have just experimented withthem a bit, you will probably learn SOMETHING by reading this. Advanced userscan completely skip this Article and head for Article IV: AI Files and TheirUses. --------------------Part A: Basics--------------------This is for all new scenario designers. Triggers are the actions of yourscenario. With them, you can make messages appear, units appear from thin air,and create heros from ordinary units. Ah, this is starting to sound like aninspirational speech. What I'm trying to say is that triggers can make yourscenario much more interesting. I personally find build and destroy scenariosboring. If I wanted to play a build and destroy map, I'd be in the Random Maprooms of the Zone, not in the map editor creating a custom scenario. If you haveno clue what a trigger is, don't go asking someone, I think it's the mostannoying question to answer. Believe me; I've tried. So leave us scenariodesigners alone, read this, and learn. :) If you can't understand what I'msaying, you're not going to understand triggers, because this is about as fardown as triggers can be broken down into. --------------------------------Section 1: What is a trigger?--------------------------------First you need to understand the basics. A trigger can be broken down into twomain parts: the conditions and effects. If all the conditions happen, then theeffects will happen. For example: If Player 1 Owns 60 Villagers, then a message appears saying, "Congratulations!" In this case, "If Player 1 Owns 60 Villagers" is the condition, and "a messagesaying 'Congratulations'" is the effect. This trigger can be written as: Trigger0: Set as Instructions Off: Starting Condition On: Looping OffCondition0: Own Objects: Player 1: Villager: 60Effect0: Display Instructions: "Congratulations!" -------------------------------------Section 2: How to create a trigger-------------------------------------First let's look at the trigger screen. You'll see two boxes. The top box iswhere you create and manage your triggers. The bottom box is where you edit anindividual trigger. To create a trigger, click the "New" button in the top box. Now click "NewCondition" in the bottom box. A dropdown box will appear at the bottom of thescreen. Here is where you choose what you want to happen before your effects.Let's create a sample problem. Let's say you want some swordsman to talk whenyou click on him. You want the message to be "Hello, there." So choose "ObjectSelected" from the dropdown box. Now you must set the correct object. Click on"Set Object," then click on the swordsman. Now we must create the effect. Click on "New Effect" in the bottom box. From thedropdown box, choose "Display Instructions." Three new boxes to type in willshow up. For now, ignore the top two and type "Hello, there." in the big textbox. That's it! To test your new trigger, click the "menu" button at the top rightcorner of the screen, then click "Test." In the game, click on the swordsman,and the message should pop up. If it doesn't, you didn't follow my explicitinstructions. Click on the trigger in the top box, then click "delete" and startover. Once you get it to work, you can read on. There are many different conditions and effects you can use. Most of them areself explanitory, but there is a list in Section 6 below. There are a few things to keep in mind when createing a trigger. A trigger canhave as many conditions and/or effects as it needs. For example say that ifPlayer 1 moves an archer to a flag, an archer is created somewhere else and itis moved to another flag. In addition, the first archer is removed. So thetrigger will look like this: Trigger0: Set as Instructions Off: Starting Condition On: Looping OffCondition0: Bring Object to Area: (Set Object: the Archer): (Set Area: the Flag)Effect0: Create Object: Archer: (Set Location: The Flag you want it to becreated at)Effect1: Task Object: (Set Area: The location where the archer was created)(Set Location: Wherever you want it to move)Effect2: Remove Object: Player 1: (Set Area: the place where the first archerwas) That wasn't so hard, was it? You can have multiple conditions, too, if you want.But remember that EACH CONDITION must happen AT THE SAME TIME before the effectswill happen. If you don't have conditions, the effects will happen right away.You must always have at least one effect, or else the trigger is useless.(One exception, but we'll get to that later.) You can also rename triggers. Click on a trigger, then you'll see a text box atthe bottom. Type the new name of your trigger here. From then on, in the list itwill have that name. This makes it easier to find the right trigger if you everneed to go back and find a certain one. ------------------------------Section 3: Looping Triggers------------------------------Now we'll take it up to the next level. Now you know how to create a trigger,but there are other things to do. A useful trick is to loop the trigger. Clickon any trigger, and you'll see an option at the bottom called "Trigger Looping."Set this to on. What looping does is just what it says -- it will loop the conditions andeffects. Usually a trigger deactivates itself after being used. But a loopedtrigger will keep on going. Let's take this sample trigger. Trigger0: Looping On: Starting Condition On: Set as Instructions OffCondition0: Timer 2Effect0: Change Object HP: (Set Object: a blacksmith): 3 Because it is looping, the game will constantly check the condition. Every 2seconds, the blacksmith will gain 3 HP. here's another, more commonly used,example. Trigger0: Looping On: Starting Condition On: Set as Instructions OffConditiono: Objects in Area: (Set Area: a flag): Player 1: Genghis KhanCondition1: Own Fewer Objects: Player 1: Genghis Khan: 5Effect0: Create Object: Player 1: Genghis Khan: (Set Location: Any Location)Effect1: Task Object: Player 1: (Set Area: the place where the Genghis Khan wascreated): (Set Location: Any location) Take a look at the trigger above. Here's the explanation. If Player 1 has aGenghis Khan on this flag AND if he owns 5 or fewer Genghis Khans, a GenghisKhan is created and tasked somewhere else. Remember that ALL the conditionsmust be met before the effects happen. So if Player 1 moves the Genghis off theflag, they are stopped from creating. If Player 1 owns 6 or more Genghis Khans,they won't be created. But remember: you haven't deactivated the trigger. If oneof those Genghis's die, another will be created, assuming the first Genghisstays on the flag. I suggest you try to copy that trigger and get it to workbefore trying the next lesson, er, section. Simply put, a looping trigger will keep on doing the effects as long as theconditions are met. Regular triggers only fire off once then quit for the restof the scenario. Looping triggers never quit. Every single time the conditionsare met, the trigger fires off. --------------------------------Section 4: Starting Condition--------------------------------Next to Trigger Looping is the "Starting Condition" option. This allows you todelay triggers to happen whenever you want, not just when the conditions aremet. To put it in simpler terms, it's an on/off switch. Turning it off meansthat it will NEVER fire off -- it will just lay there, dormant, waiting forinstructions from another trigger. To make a deactivated trigger fire, we need another trigger. You would use the"Activate Trigger" effect to make the dormant trigger work. You might be wondering, "Why would I want a trigger that just stands there untilanother trigger tells it what to do? I'll show you. Here's a sample of whatmight happen during an RPG. You want the player to return home at the end of thegame and win. So you'd need a trigger like this: Trigger0: Looping Off: Starting Condition On: Set as Instructions OffCondition0: Bring Object to Area: (Set Object: the hero): (Set Area: the areawhere the hero starts off at)Effect0: Declare Victory: Player 1 It's a perfect trigger, but if you do this, the player will win as soon as thegame starts. How do you fix this? Turn the trigger off. Set the StartingCondition to off, then use another trigger to activate it later in the game.Pretend that this happens: The hero saves the world or whatever, then he says,"I want to return home." Do this in another trigger. Trigger1: Looping Off: Starting Condition On: Set as Instructions OffCondition0: Destroy Object: (Set Object: the bad guy)Effect0: Display Instructions: "I want to return home"Effect1: Activate Trigger: "Trigger0" That's it! Be sure you have done both triggers exactly the way they are above,then test it. It should work. Remember: You can deactivate triggers too. For example, you have a trigger thatmakes the player lose after 300 seconds because of a nuclear explosion. The hero must deactivate the nuclear bomb within that time. The trigger looks like this: Trigger0: Looping Off: Starting Condition On: Set as Instructions OffCondition0: Timer 300Effect0: Kill Object (Set Object: the hero) Now we need to have another trigger deactivate this. Trigger1: Looping Off: Starting Condition On: Set as Instructions OffCondition0: Bring Object to Area: (Set Object: the hero): (Set Area: the placewhere the bomb is)Effect0: Display Instructions: "You have disarmed the nuclear bomb!"Effect1: Deactivate Trigger: "Trigger0" By deacivating the first trigger, you have turned it off. The hero has disarmedthe bomb, so we turn off the trigger that makes it explode. :) ---------------------------------Section 5: Set as Instructions---------------------------------Have you ever played the ES campaigns and wondered how they got the scenarioinstructions screen to change? Well, you can do it too, and it's not that hard.The final option is the "Set as Instructions" option. It's located right next tothe Trigger looping and Starting Conditions options. Normally this is set to off, but try making a trigger and turning it on. By nowyou should be self sufficient enough with triggers that you can create oneyourself. Now type something into the "Scenario Description" box -- anything.Now test your scenario and look at the scenario instruction screen. The messageyou typed in the Trigger Description screen is now there. Nifty, huh? Now trysetting off the trigger and making the effects fire. A horn sound should beheard. Now look at the scenario instructions screen. The text you put in therewill now be crossed out. This trick is useful for creating checklists for the player. Create multipletriggers, all set as instructions. Say that you want the player to collect 5items. Create five triggers, one for each item, and type the name of the item inthe trigger description. As the player collects items, they will be crossed outfrom the list. But that's not everything you can do. Notice that there's an option called"Description Order" at the bottom of the screen. This allows you to controlwhere the instructions are placed. The higher the number, the higher it appearson the list. A trigger with a Description Order number of 76 will always behigher than one with a Description Order of 45. If you don't set a DescriptionOrder, new instructions will just be placed at the bottom of the scenarioinstructions screen. But what happens if you have a scenario with many objectives? I have seenscenarios with 20 objectives, and the screen starts to look cluttered with allthose crossed out messages. How do you get rid of them? It's simple --deactivate them. If you deactivate them in another trigger, they will becompletely removed from the list. This prevents clutter in the scenarioinstructions screen, and gives a greater sense of organization to your scenario. There is one final trick to this option. The first message in the instructionsscreen, the one that you type in in the Messages menu, will disappear when youhave objectives in there. There are a few bypasses. 1. Make a trigger with the description as the story you want to stay on thescreen.2. Sometimes you want headers, such as in Rpgs, and you want Spells, Attacks,and Items to be listed separately. Simply create a "decoy trigger" with onecondition and no effects. Make the trigger description your header, then set itas instructions. Give it an appropriate Description Order, then you're set! ----------------------------------------Section 6: List of Conditions/Effects----------------------------------------Most of the conditions and effects explain themselves, but for the sake ofcompleteness I will describe each one here. If you are having trouble with acertain condition or effect, or just don't know what a certain one means, readit here. I have listed them here in the order they appear on the list. Conditions: Bring Object to Area- Very simple. This is set off when the selected objectreaches the selected area. Please note that this does not work with relics orhero monks that need to pick up relics, due to technicalities with the gameengine. Bring Object to Object- Also simple. This is set off when the selected objectgets near the next selected object, or vice versa. Own Objects- You get to choose the player, the unit, or type of unit. Forexample, you set set this to go off when player 2 owns 50 villagers, or 60warboats. The number you type in as the quantity is the minimum needed to setoff the trigger. For example, set this number at 12 and the player needs atleast 12 whatever to set it off. You can leave all options blank (except forquantity) and it will count ALL units on the map for that player. Own Fewer Objects. You get to choose the player, the unit, or type of unit. Forexample, you set set this to go off when player 2 owns 50 or fewer villagers,or 60 or fewer warboats. The number you type in as the quantity is the minimumneeded to set off the trigger. For example, set this number at 12 and the playerneeds 12 or fewer whatever to set it off. You can leave all options blank(except for quantity) and it will count ALL units on the map for that player. Objects In Area- You get to choose the player, the unit, or type of unit. Thisis set off when the selected type of objects of the selected player enter thearea. You can also chose how many must be in the area. You can leave all optionsblank (except for quantity) and it will count ALL units in the area for thatplayer. Destroy Object- This is set off when the selected object isdestroyed/killed/removed with triggers. Please note that Relics and hero Monksare "destroyed" when they pick up a relic due to technicalities with the gameengine. Capture Object- This is set off if the selected player owns the selected unit.The name is misleading -- the player does not need to convert the unit -- itjust needs to own it. Accumulate Attribute- This is set off when the selected player has collected theselected amount of an attribute, such as kills, food stockpile, or civilianpopulation. Research Technology- This is set off if the selected player has researched theselected technology. Timer- This is set off if the timer in this trigger has gone down to 0. If thistrigger is deactivated, the count stops. If it is a looping trigger, the countrestarts each time it loops. If the starting condition is off, the timer doesnot start until it is activated. Note that there is a peculiarity with Timers. If you deactivate a trigger with atimer in it, then reactivate it later, the timer doesn't reset, but insteadcontinues where it left off. Not much of an issue, but this bug has wrecked oneof my scenarios, and I never got around to fixing it. Perhaps this would be nicefor recurring countdowns. ;) Object Selected- This is set off if the player has selected the object youchose. Does not work in multiplayer. AI Signal- This is set off if the creator has a special AI with his campaignthat send an AI Signal. Only for advanced users. Player Defeated- This is set off if the selected player has been defeated. Thisincludes resigning, being disconnected, etc. Object Has Target- This is supposed to be set off if the selected object has thenext selected object as a target, such as attacking, following, guarding, etc.However, this condition is very buggy, and seems to set off whenever the firstselected object has ANY target. :S Object Visible- This is set off if the player can view the selected object onthe screen. Does not work in multiplayer. Object Not Visible- This is set off if the player does NOT have the selectedunit visible on the screen. Does not work in multiplayer. Researching Tech- This is set of if the selected player is in the process ofresearching a certain technology. Keep in mind the player can cancel theresearch. Units Garrisoned- This is set off if the selected object has AT LEAST thequantity of units garrisoned as you specify. Difficulty Level- This is set off if the scenario is being played on theselected difficulty level or easier. For example, if you choose "Standard" inthe trigger, playing standard or easiest will activate the trigger. Effects: Change Diplomacy- This changes the diplomacy of one player to another. Note thatboth players must declare each other an ally for them to be allies. In otherwords, two players can have different diplomacy settings for each other. Besure that you change both player's diplomacy unless you want one player toattack another, but not vice versa. This will not work in games where teamshave been locked, so I wouldn't use this in multiplayer. Research Technology- This automatically researches the selected technology forthe selected player. Note that there is no sound indicating the technology hasbeen researched. If a player researches an age via this method, no specialmessage comes up and no "Age Advanced" sounds is heard. Also, a civilizationcannot research a technology it's not entitled to in the tech tree. For example,you can't make the Byzantines research Blast Furnace with this trigger, unlessAll Techs are turned on. Send Chat- This sends a small message at the bottom of the screen to theselected player. You also have the choice to have a sound file played with thechat message. Useful for sending messages when you only want one player to seeit. You can change the color of the text message by adding <COLOR> before themessage. (Don't be stupid, you need to replace COLOR with the color you want,in capital letters.) Play Sound- This plays a selected sound for the selected player. Not much elseto say. Tribute- This makes a selected player tribute a certain number of resources toanother player. Tribute resources to GAIA to have them disappear. Have GAIAtribute resources to players to have them appear out of nowhere. Unlock Gate- This unlocks the selected gate. Lock Gate- This locks the selected gate. Activate Trigger- This activates the selected trigger. See section 4 of thisarticle for more details. Deactivate Trigger- This deactivates the selected trigger. See section 4 of thisarticle for more details. AI Script Goal- This sends a signal to the AI file to do a certain thing. SeeArticle IV: AI Files and Their Uses for more details. Create Object- This creates a certain object for the selected player, in a placeyou choose. Don't you love the independence? Task Object- This tasks objects of the selected player to another location orunit. If you don't set a location, the unit will be stuck in one place, andwon't be able to move. Declare Victory- This makes the selected player automatically win. Put multipleDeclare Victory triggers in the same trigger to make multiple players win. HaveGAIA declare victory to have everyone lose. Kill Object- This kills objects of the selected player. You can either choosethe unit(s) or set an area. Remove Object- This removes objects of the selected player. You can eitherchoose the unit or set an area. Instead of the unit dying, it just disappearsinto thin air. Change View- This changes the view of the selected player to the selectedlocation. For some reason, you must set the location higher than what youactually want for this to work. Unload- This makes the selected units unload all units that are garrisoned. Theunit (transport or ram) will move to the location and unload all it's units.Set the location on the base of a tower or other building to have that buildingeject all it's units. If you set this on a unit that can't unload, it will befrozen in one frame, even when moving. See Article V: Trigger Tricks for moredetails. Change Ownership- This changes the ownership of the selected units or area tothe selected player. Patrol- This makes the selected unit(s) patrol from it's starting point to theselected location. It will attack any enemies it sees. Display Instructions- This sends a large message to each player. You have thechoice of how long the message stays (timer), if a sound is played (sound file),and whether it's displayed in the top, middle or bottom (number). If anothermessage is in the way, that one will disppear to make room for the new message.In other words, you can't overlap messages. Set the timer to 0 to have thismessage stay there for the rest of the game (unless another one moves it out ofthe way, or Clear Instructions is used). Clear Instructions- This removes instructions from the top, middle, or bottom ofthe screen. Freeze Unit- This stops units and puts them on No Attack Stance, if applicable.But lack of refresh time in the AOK Map Editor allows the units to continuewalking if they are continuously tasked. If you need to find a way to freeze aunit, see Article V: Trigger Tricks, below. Use Advanced Buttons- This activates the advanced buttons for a player, in casethey aren't already activated. Rarely used, but in more advanced scenarios thatrequire lots of strategy for single units or whatever, it might be nice toactivate the advanced buttons at the start of a scenario. Damage Object- This damages the objects of a selected player. You can set theobject or an area. Place Foundation- This places the foundation of a selected unit. Useful forshowing where a building must be created. But if the player deletes thefoundation, they get the resources back. using this effect, you can have playersbuild objects they otherwise couldn't, like Yurts and Bridges. If you place thefoundation of a unit, that unit will simply be created. Change Object Name- This changes the name of the selected unit(s).Unfortunately, this can't change the name of units created with triggers.Any unit with its name changed cannot be upgraded with technologies. Change Object HP- This changes the maximum HP of objects of the selected player.You can either set the unit or an area. Any unit with its HP changed cannot beupgraded with technologies. Change Object Attack- This changes the attack of objects of the selected player.You can either set the unit or an area. Any unit with its attack changedcannot be upgraded with technologies. Stop Unit- This simply stops the selected unit (or units in area) for a fraction of a second. The units are allowed to move immediately after that. ========================================================================== ---------------------------Article IV: AI Files--------------------------- ==========================================================================AI files have their uses if you're really trying to make a good scenario.Besides having the traditional role of giving computer players a specialpersonality, they have uses for detecting certain conditions. If you're notplanning on creating a full-blown campaign, I'd ignore this section. ---------------------Part A: General---------------------AIs can be very complicated, especially if you're trying to create one thatattacks, creates units, etc. If this is what you're trying to do, don't come tome for help. I have a whole 10 minutes of experience with AIs. If you purchasedthe Gold Edition of the game, there should be a file in the "Goodies" folder onthe Conquerors CD. It will explain AI scripting much better than I could everhope to do. If you don't have the Gold Edition, e-mail me and I'll send it toyou. If I get enough requests, I'll just upload it somewhere and post a link. AI scripting is, IMO, only slightly tougher to understand than triggers. Butwith AIs, there are hundreds more "triggers," hundreds more "effects," and thereis no map editor to help you. They don't call it scripting for nothing. You musttype in every command, and *gasp* you have to worry about typos, which willeliminate many of you anyway. However, most of us aren't AI scripters, and the majority of AI scripting doneis to do simple trigger detection, not to give a challenge to the player byproviding him with a better AI than the one that came with the game. I willprovide my meager knowledge of this kind of scripting here. If you're wanting to add an AI to your campaign, but don't want to or can'tcreate your own, check the links section below. I have a few challenging AIsthat can be used for your scenarios. Sorry, but if you're looking for AIs thatdetect conditions for triggers (as described in Parts B and C), you'll have todo it yourself. Each scenario that has this system has to use a differentdetection AI. In case you were wondering, you don't need any special program to make an AIfile. Notepad, Microsoft Word, or any similar program will work. Just type yourAI file in there, then change the file extension to .per, and you're done! Notethat if you want the AI file to appear in the list to choose from, you must makeanother, blank file with the same name but a .ai extension. -----------------------------Part B: Taunt Detection-----------------------------You may have played a scenario or two that requires you to type in a certainnumber to make certain choices in the game. Most notable of these campaigns areWrath of the Dark Lord and Land of Chaos, listed below. Back to the topic, you may have wondered how to do this. It's actually thesimplest use of AIs. First, you must create a "dummy civ," one that is just there, one that doesn'thave any part to do in the scenario at all. Give it one unit off to the side,where the player will never see it. Now decide what kind of taunt you want to use. Here's an example. Say, at thebeginning of the game I want to ask the player if he wants to be the good guysor the bad guys. He should type 1 to be the good guys and 2 to be the bad guys.So put this command line in your AI file. (defrule(taunt-detected 1 1)=>(set-signal 1)(disable-self)) (defrule(taunt-detected 1 2)=>(set-signal 2)(disable-self)) After that, it's simple. Create a trigger with a condition of AI Signal 1 withthe "good guy effects" and another trigger with a condition of AI Signal 2 forthe "bad guy effects." If you want the taunt trigger to be looping, you won't be able to use the AISignals. Instead, you'll have to use resources, by replacing "(set-signal 1)"with "(cc-add-resource wood 40)" and use an Accumulate Attribute trigger in themap editor to detect the taunts (tailor the resource type and number to whateveryou want, obviously). This does, however, have the drawback of not bing able tobe used if the computer player has to use resources. There are other uses. If you want different numbers to be used, change thesecond number of "(taunt-detected 1 1)." Maybe you could set up a menu systemactivated by taunts. See Life of a Mercenary, listed below, for excellentusage of the taunt system. =========================================================================== -------------------------Article V: Trigger Tricks------------------------- ===========================================================================Here we start the best part. Forget the basics -- now we start learning how toput together triggers to perform common tasks, such as RPG upgrades andRespawning Units. Also, I'll show you the more advanced triggers, such as foodsystems, wallets, and creating floods, etc. I'm going to assume that you knowhow to make a trigger and won't walk you through each click. Usually, thelisting of the correct condition/effect will suffice. -----------------------------------------------------------------------------------------------------------Basic Trigger Tricks-----------------------------------------------------------------------------------------------------------The simplest you can find -- simple tricks such as Spawning Units and "Protectthe Building." This is for the people who don't know how to set up basictriggers, but are creating a simple scenario with maybe 20 triggers. -------------------Respawning Units-------------------The simplest trick you can find. It involves a looping trigger with a createobject and task object effect. Trigger0: Looping On: Starting Condition On: Set as Instructions OffEffect0: Create ObjectEffect1: Task Object Obviously, tweak each trigger accordingly. This type of trigger has manyvariations, to accomodate for different things you want it to do. The abovetrigger will create units non-stop. If you want a limit, put an "Own FewerObjects" trigger. If you want a unit to step on a flag for this to happen, usean "Objects In Area" condition. You can have nearly unlimited combinations.Use it to the correct purpose for your scenario. ---------------RPG Upgrades---------------There are a few ways you can do this. One is more lucrative than the other, butboth are equally simple. The first way is to just use kill detection. Trigger0: Looping Off: Starting Condition On: Set as Instructions OffCondition0: Accumulate Attribute: Kills: 50Effect0: Change Object HPEffect1: Change Object AttackEffect2: Send Chat: "50 kills! +whatever HP" Again, tweak this to your needs. Use whatever number of kills you want, andchange HP and attack however you want. But there is another way. the above trigger will activate whenever the playerhas 50 kills, and won't ever activate again. If you loop the trigger, it mostlikely won't give you the results you were expecting. Whenever the player gets50 kills, he always has 50 kills. it doesn't reset to 0 when the triggeractivates. the trigger will just keep activating and activating... Soon thathero will die from having too much HP. (32768 is the limit.) But what doesreset? Kill Ratio. Trigger0: Looping On: Starting Condition On: Set as Instructions OffCondition0: Accumulate Attribute: Kill Ratio: 1Effect0: Change Object HPEffect1: Change Object AttackEffect2: Create Object: (any object)Effect3: Remove Object: (the object you just created) Those of you who know what a ratio is are probably slapping their heads going,"Why didn't I think of that?!" Every time the player gets 1 kill, the hero getsthe upgrade AND the kill ratio resets back to 0 because they suddenly lose aunit. The kill ratio can be whatever you want, but make sure the same number ofunits die. The first way is best if you don't want the hero to be upgraded after each kill.Also, if you have more than one hero for each player, the second way will notwork exactly like you want it to, unless none of those units are allowed to die. Note that I have used Remove Object instead of Kill Object. So many designersuse Kill Object, but it makes this unsightly unit die off to the side, and thenyou have a delay of 2 seconds, meaning the player could get extra HP for hiskills. My suggestion is to use a Joan of Arc unit and remove it. This createsliterally no noise, and works better than the regular way. ---------------------------------Protect the [insert unit here]---------------------------------Pretty simple, really. You have to protect the building/hero/whatever. If itdies, you lose the game. All it takes are 4 conditions/effects at the most. Trigger0: Looping Off: Starting Condition On: Set as Instructions OnDescription: "Protect the [building/hero/whatever] from falling"Condition0: Destroy Object: (the object you need to protect)Effect0: Declare Victory: (any enemy player) That's the simplest way to do it, but the one that's the ugliest. If you everdownload any of the campaigns listed below, you'll find they don't do it thatway. Instead, they'll do this: Trigger0: Looping Off: Starting Condition On: Set as Instructions OnDescription: "Protect the [building/hero/whatever] from falling"Condition0: Destroy Object: (the object you need to protect)Effect0: Display Instructions: "Oh no! [building/hero/whatever] has fallen!"Effect1: Activate Trigger: Trigger1 Trigger1: Looping Off: Starting Condition Off: Set as Instructions OffCondition0: Timer: 16Effect0: Declare Victory: (any enemy player) That gives the player a few seconds to realize what happened. With the firstexample, the unit died and the player suddenly loses, without an explanationabout what happened. With the second example, the player knows that his herodied, and then has a chance to reload from a previous saved game or quit beforethe losing message shows up. ---------------------------------------------------------------------------------------------------------Intermediate Trigger Tricks---------------------------------------------------------------------------------------------------------For people who know what they're doing, the ones who laugh at the triggerslisted above. These are the people who make most of the multiplayer scenarios,the ones with a few hundred triggers, but looking for a neat effect in theirscenario. ----------------------Creating Water/Sand----------------------Simple, really. I would have put this as a beginners trick yet so few peopleoutside of AOKH know about it. Simply Create bridges and remove them withtriggers. Bridge Middles produce water, Bridge Ends produce sand. Be carefulthough. If you create water using this method, units will be able to walk on itnormally. Hmm... Plenty of tricks can be done with walkable water. -----------------------------------------------------------------------------------------------------------Advanced Trigger Tricks-----------------------------------------------------------------------------------------------------------Not much here, since the vast majority of trigger tricks are rather simple. ----------------Healing Units----------------This has been an elusive solution. For years scenario designers have wonderedhow to make a normal unit heal like a hero. You could damage the hero by -1every once in a while, but their HP would go over the maximum infinitely,like this: 75/70. Finally, scenario_t_c figured out how to heal a unit withoutgoing over the max HP. He posted his solution in this thread:http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=4,32383,0,all The thread just explains what I'm about to explain. To do it, create thistrigger: Trigger0: Looping OnCondition0: Timer: 3 (The lower the number, the faster the unit heals.)Effect0: Damage Object: -1 (This is the amount the unit will heal.)Effect1: Damage Object: -(16777216 - max HP)Effect2: Damage Object: (16777216 - max HP) To put a negative sign in the box, you need to paste it. (Ctrl-V won't work,you need to use the right-click/paste way.) For effects 1 and 2, do exactly as it says. For example, a Champion has 70 HP.16777216 - 70 = 16777146. So to heal a champion, do this: Effect1: Damage Object: -16777146Effect2: Damage Object: 16777146 That's it! Make sure that after setting this trigger, you never click on theeffects again, or else they will reset and go back to zero. You will then haveto redo them. ============================================================================ ------------------------------Article VI: FAQs------------------------------ ============================================================================This is a section I have so I don't have a billion e-mails asking me obviousquestions. I've started with the most obvious, making my way down to lessobvious and harder questions. READ THIS BEFORE ASKING ME A QUESTION! Edit: If a question you have is not listed here, there is a high chance it islisted in da hobo's FAQ. Please check it out before e-mailing me.http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=4,33254,0,30 Q: How do I place Gold Mines, Forage Bushes, etc?A: Go to units. Now set the player as GAIA. Now go to others. Q: Who's ES?A: Ensemble Studios, creator of this game. Q: I've seen strange units in scenarios that aren't on the Units or Buildingsmenu. How do I get them in my scenario?A: Several units were created by ES when they were making the game, but wereleft out before they were completed. You can download certain templates, asmentioned in the downloads section above, to put these units in your scenario.Just Map Copy them. Q: What's an AI file?A: AI stands for Artificial Intelligence. In other words, give a computer playeran AI, and it will do the things the AI file tells it to do. In most cases, thestandard AI that came with the game will suffice, but occasionally you need tocreate your own to activate certain triggers or give the computer player acertain personality. Q: What's a String Table?A: They are special numbers used by ES in their campaigns, the ones that camewith the game. They are practically useless for you, so don't bother with them.If you must know, putting certain numbers (not sure what) into these slots, youmay get certain combinations of text from the original scenarios. Q: How do I remove Map Revealers? I placed them all over the map, and I can'tget rid of them!A: If you are placing them with triggers and are trying to get rid of them, youcan use the Remove Object trigger to get rid of them. If you used the Unitsmenu, you'll notice you can't just delete it with the Delete function. Instead,you'll have to map copy over them, using a blank piece of terrain. (Actually,anything will work, just map copy over the map revealer.) If you don't knowwhere the map revealer is, you can hit Ctrl-A, and everything on the map will beoutlined. Look for a small square on the map with nothing else on it, and you'vefound the map revealer. Q: I'm having a problem with GeniEd! (insert question here about GeniEd)A: First of all, read the GeniEd FAQ:http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=9,33869,,30If that doesn't answer your question, feel free to e-mail me, but I will ignoreany question that could be answered by reading the above thread. ============================================================================ -----------------------------Article VII: Links----------------------------- ============================================================================There have been many great scenarios created, and they all allow you to look atthem and find out how they were created. Every good campaign I've seen I'vedisassembled and looked at. Here are links to the greatest AOK has to offer: -------------------------------------------------------------------------------------------------------------Campaigns--------------------------------------------------------------------------------------------------------------We'll start off with the actual products themselves -- the finished campaigns.I've chosen the best of the best, so you can look at these and see how you rankamong the masters. These are the best of the best for a reason, so I wouldn'tfreak out if you think your scenario is crap compared to these. --------------------------Ulio, by Ingo Van Thiel--------------------------I've started the campaign list with the master of all of them. Ulio is themasterpiece of Ingo Van Thiel, and probably his last creation for AoK. Aftercreating Ulio, he announced that he had moved back to AoE to create scenariosthere, possibly to help revive the game. With four playable scenarios, Ingoreally left his mark before retiring back to AoE. Ulio is going to be the tough act to beat. It's been said by almost all to bethe best campaign ever to be created for AoK. We'll have to see about that... http://aok.heavengames.com/blacksmith/showfile.php?fileid=883 ---------------------------------------------------------The Underworld II, by BeardedDragon (fixed by crasher)---------------------------------------------------------When this scenario first came out a while ago, it was very buggy. However,crasher took the map and made major fixes, and I'd now say it ranks among thebest scenarios in the blacksmith. It's worth the download. http://aok.heavengames.com/blacksmith/showfile.php?fileid=955 -------------------------------The Quest, by Ingo Van Thiel-------------------------------Yet another work of Ingo. I believe this was his first AoK campaign. It doesn'tmatter; just play it. You won't be disappointed. :) Although there's only onescenario, it's great and challenging. http://aok.heavengames.com/blacksmith/showfile.php?fileid=13 -----------------------------------------The King's Best Men, by Ingo Van Thiel-----------------------------------------You may be starting to wonder if Ingo is the only scenario designer out there.He's not; he's just one of the best. :) This is the sequel to The Quest, andIMO, the better of the two. With five playable scenarios, this is one of themost incredible campaigns ever made. http://aok.heavengames.com/blacksmith/showfile.php?fileid=219 -------------------------------------Life of a Mercenary, by Death wish-------------------------------------Quite possibly the best usage of the taunt system. Some bugs, but deathwish hasdone an incredible job with this scenario, where you start off in a city andmust work your way up through the ranks and become powerful. Very challengingand fun, not to mention original and creative. http://aok.heavengames.com/blacksmith/showfile.php?fileid=1002 ----------------------------------Tannenberg 1410 AD, by MCrnigoj----------------------------------Quite possibly the best historical campaign ever created. It's a fixed forcescenario, and Marko has done an excellent job with the pregame cutscene andbattle scene. Rated a total of 4.9 out of 5.0 by 5 reviewers, it doesn't getmuch better than that. :) http://aok.heavengames.com/blacksmith/showfile.php?fileid=1061 ---------------------------------Hastings 1066 AD, by MCrnigoj---------------------------------Another of Marko's historical campaigns, it is as good as the others. LikeTannenberg, it is a fast pace scenario that places skill of your command andplacement of your troops above all else. You will not be disappointed. http://aok.heavengames.com/blacksmith/showfile.php?fileid=1068 --------------------------------------Sabato Returns, by Berserker Jerker--------------------------------------One of the best scenarios ever created, it is just as good as Ingo's campaigns.This story allows you to choose from 3 different storylines, and allows you tochoose from the side of Evil, working for Sabato, or on the side of good,fighting against her. With great replay value, I suggest you get it if you likedIngo's works. http://aok.heavengames.com/blacksmith/showfile.php?fileid=1029 ----------------------------------------------The Land of Chaos, by the Latin Design Team----------------------------------------------The Land of Chaos is just one of the masterpieces created by the Latin DesignTeam. Challenging, well, challenges, excellent eye candy, a great story, and animmersive soundtrack make this a very enjoyable campaign. (I'm running out ofgood adjectives. :p) This scenario was one of the first to allow for TWOdifferent stories, depending on which side you choose at the beginning of thegame. Download it; it's one of the best overall campaigns on this list. http://aok.heavengames.com/blacksmith/showfile.php?fileid=711 -----------------------------------------------------Visions of the Past: Chapter 1, by King Joshua III-----------------------------------------------------I playtested this scenario before it was released, and the story and scenery ismindblowing. You will be placed in charge of an orb of power and must protect itfrom the side of evil. One of the more challenging scenarios here, try playingit on Hard, and get ready for a tough and fun experience. :) http://aok.heavengames.com/blacksmith/showfile.php?fileid=992 ---------------------------The Two Towers, by KeLar---------------------------I mention this because it is by far the BEST scenario ever created based on TheLord of the Rings. Both challenging and excellently made, I suggest that anyLOTR fan get this, KeLar's best work, IMO. http://aok.heavengames.com/blacksmith/showfile.php?fileid=976 ---------------------------------------------The Revenge of the Templars, by the xavill---------------------------------------------My favorite city-based scenario ever. Starting off with an excellent story ofrevenge, you you have a great time dodging guards and choosing from three alliesand plots. http://aok.heavengames.com/blacksmith/showfile.php?fileid=933 ---------------------------------------------Wrath of The Dark Lord, by Dark_Warrior_1_---------------------------------------------The first RPG on the list, this one defined the rest. This features a tauntsystem of using items, and a battle system never before seen in an AoK scenario.Learn spells and cast them in this scenario. http://aok.heavengames.com/blacksmith/showfile.php?fileid=847 ----------------------------------------------------------Wolfcastle 2 - The Silence of the Clowns, by Andres_age----------------------------------------------------------I am amazed at my stupidity for forgetting about this amazing scenario untilnow. Wolfcastle 2 is the only great scenario ever made that is set in moderntimes. Hilarious characters, puzzle solving, and jaw-dropping cities are enough,but what really makes this scenario great is the total-conversion mod that comeswith it. Install the mod (link to Modpack Studio below) to see SWAT teamsassault fortresses, towering skyscrapers, and APCs running over helplessenemies. ;) Playing without the mod is still fun, but the mod makes this one ofmy favorite. http://aok.heavengames.com/blacksmith/showfile.php?fileid=831 ------------------------Bouren, by Tonto_DaVe------------------------This is a scenario that, if released a few years back (which is when he startedmaking this scenario :p), would have been a great AoKH classic. In this Ulioinspired campaign, play as Bouren, a young man who fights for justice... andseeks revenge for his father. Quite possibly one of the top 5 campaigns createdfor AoK. http://aok.heavengames.com/blacksmith/showfile.php?fileid=1236 --------------------------------------------------------------------------------------------------------------Multiplayer--------------------------------------------------------------------------------------------------------------Although multiplayer isn't as elegant as Single Player, it has its place. Thelinks here are based not by popularity, but by balance, replayability, andcreativity. Most Blood maps just don't cut it. -----------------------TTF2, Author Unknown-----------------------My personal favorite. It was originally created by some Korean guy, but twopeople (don't know who) translated it into English. In TTF, you compete in aseries of challenging races to earn gold. First place is 5 gold, second place is4 gold, and so on. At the end, the one with the most gold wins. With manydifferent creative races, and a hard mode for experts, this will provide lots ofentertainment. Trust me, you'll be hooked by the second race, where you mustcross moving bridges... I won't spoil all the races, but if you don't have it,you MUST download it. http://aok.heavengames.com/blacksmith/showfile.php?fileid=3857 -----------------------------------Battle for Europe, by Herr Coatl-----------------------------------At first glance, you might think it's boring because its a B&D world mapscenario. Wrong. This scenario features gods, capturing cities for units, and anactual timeline that triggers events. Very creative, and officially rated a 4.8out of 5.0 by yours truly. http://aok.heavengames.com/blacksmith/showfile.php?fileid=3912 -------------------------------------------------------------------------------------------------------Utilities/Tutorials-------------------------------------------------------------------------------------------------------These are scenarios or documents that aren't meant to be played, but to teachscenario designers how to do certain things. There is something here foreveryone, and even if you know every trick in the book, you can gain some usefrom these tutorials. ---------------------------------------------------Age of Kings Campaign Manager, by Lloyd Kinsella---------------------------------------------------One of the most useful utilities out there. This is a program that allows you toextract the individual scenarios from any campaign, and play it like any otherscenario. It can't extract AIs or bitmaps, so you won't be able to play any mapsthat require special AIs, but that's what other utilities are for... http://aok.heavengames.com/blacksmith/showfile.php?fileid=5613 -----------------------------------------------------------New Units and Objects Scenario Template, by Angel Rasher-----------------------------------------------------------and--------------------------------------------------------New Units and New Objects Template, by Enrique Orduno--------------------------------------------------------You can't really have one without the other. Both these invaluable templatesallow you to map copy several previously unknown units into your scenario. Usingthese templates, you can get COBRAs (without cheats), special boats that canconvert other ships, a special Gold Mine that makes villagers invisible, andmuch more. http://aok.heavengames.com/blacksmith/showfile.php?fileid=5416http://aok.heavengames.com/blacksmith/showfile.php?fileid=5556 -------------------------------------------Shoreless Water Template, by AzN_PaRaDoX-------------------------------------------This template allows you to create water that doesn't have shores. Shorelesswater has limited uses, but at times it is better for eye candy to get rid ofthe shores. http://aok.heavengames.com/blacksmith/showfile.php?fileid=5566 ----------------------------------------Age of Kings Trigger Studio, by DiGiT----------------------------------------This utility is still in progress, but already it has the invaluable use ofbeing able to extract AI files from any scenario, allowing you to play any .scxfile extracted from a campaign. When finished, this program will allow triggercopying, units being placed in formation, and currently a feature to add 8 extraplayers is being discussed! A must-see. The thread can be read here:http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=4,35245,0,30 And the actual download can be found here:http://aok.heavengames.com/blacksmith/showfile.php?fileid=5858 ----------------------GeniEd2, by Ykkrosh----------------------THE GREATEST UTILITY EVER CREATED FOR AOK. This program allows you to edit thestats of units, including LOS, ROF, speed, and much more. I HIGHLY SUGGEST YOUREAD THE FAQ THREAD BEFORE ASKING ME A QUESTION. Note that this program onlyedits stats. To edit graphics, you need AoK Modpack Studio, below. An FAQ can be found here:http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=9,33869,,30 And the actual download can be found here:http://aok.heavengames.com/blacksmith/showfile.php?fileid=5837 -------------------------------Mod Pack Studio, by JC Alsup-------------------------------My apologies for not including this download in earlier updates. AoK ModpackStudio is by far the most groundbreaking Utility (since it was released 4 yearsago) ever created for AoK. This amazing program allows you to create Modpacks,which allow the designer to change the graphics of any unit so desired, andoffer these changes in a small package for use with his scenario. Please,please, PLEASE don't e-mail me asking how to use the program. Instead, visit theModpack Discussion Forum at AoKH and read the FAQs there. The forums can be found here:http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=t&fn=9 And the actual download can be found here:http://aok.heavengames.com/blacksmith/showfile.php?fileid=5537 =========================================================================== ----------------------------Article VII: Credits--------------------------- ===========================================================================I would like to thank Ensemble Studios for creating such a great game. Despitewhat people say, AOK is not going to die anytime soon. (I mean c'mon! Peoplewere saying it was dying two years ago. And look at AoE. It's still alive andkicking, albeit barely.) Thanks to Age of Kings Heaven (aok.heavengames.com), where I learned a lot andfound a friendly place to have a discussion. This is also the place that hashosted every scenario I have linked, and has the best scenario design forumsyou can find. (I know Woad or DGDN will argue about that...) I would also like to thank the excellent scenario designers before me who havecreated the scenarios and tricks listed above. Without you, this guide would bequite empty. To all of you, your names are listed next to the tricks/scenariosyou created. I also need to thank myself for taking the time to compile all this. You shouldthank me too. :) Note that since I created it, you do not have the right to takethis document and edit it in any way, or distribute it as yours. I give youpermission to spread this wherever you want as long as it is COMPLETE andUNEDITED. Thanks!Age of Empires II: The Conquerors Expansion: Scenario Design FAQ by zyxomma100
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