I WOULD LIKE TO ADD THAT NONE OF THE UNITS PRESENTED IN THIS SCENARIO ARE ACTUALLY NEW UNITS THEY
ARE JUST EXISTING UNITS SUCH AS OLD MAN AND OTHERS WITH ALTERED AFFECTS AND TRIGGERS TO ACTIVATE
THEIR AFFECTS.
I BELIEVE MY IDEAS ARE ORIGINAL AND I WISH TO SHARE THEM WITH THE AOM PLAYERS
I would like to ask several questions about the affects of triggers and how I can affectively create the desired response for the creation of my scenario.
I will list the Five units I have attempted to create into my multi player scenario and the affects I wish them to have.
If I can get a response from a pro it would be appreciated.
-----------
THE THIEF
1)
A thief is well as the word describes a thief. You can build a maximum of 4 thieves at any giving
time, one thief for each resource. example food, wood gold and favor. What a thief does is
basically steals resources from your enemy and adds them to your own stock pile of resources.
Your thief must be within a close distance to your enemy resources in order to steal from them.
If your thief is killed or dies you can train another one by selecting it with
the specified unit that allows you to create it. thief's are not free and cost resource to purchase.
A thief can only target one resource at a time, if you have two thieves at one resources such as a
gold mine only one thief will be stealing resources and the other one will be doing nothing.
I NEED ADVICE ON HOW TO EASILY MAKE THIS ACHIEVABLE, I HAVE AND CAN MAKE THIS WORK BUT I NEED TO KNOW HOW TO MAKE IT ONLY BE AFFECTED FOR ENEMIES FOR EACH PLAYER.
----------------
THE SPY
2)
A spy is a very valuable unit indeed, spies are very expensive but when purchased
and used they have extremely useful and invaluable affects. A spy cannot be seen by enemy troops
or any enemy unit other than another spy. You can only have one spy per player and if the spy dies
it can be re-purchased. A spy basically spies on your enemy base and where ever the spy is it will
reveal a portion of the map to the distance of its line of sight. The strongest feature of the
spy is to slow down and limit the production and advancement of your enemy in the selected area
it is assigned to. For example if your spy is in an enemy base and the barracks and town center
are in the line of sight of your spy, the training speed and advancement speed of your enemy will
be slowed down and a small portion of the speed is added to your advancement and training. This
does not apply to mines and resources. Another example if your spy is located close to an enemies
temple, monument or fighting soldiers (Norse), the amount of favor acquired by
your enemy is reduced and in return you gain the favor they lose. The strongest and most valuable
affect the spy has is to learn the training of upgrades. For example if an enemy is the same god
as you like Norse for example and they purchase an upgrade to heavy axe men and your spy is targeting
the building that is training, you will gain the upgrade that is being trained at no charge to you.
Your enemy will not be aware of this unless they have a spy that catches your spy. spies are
invisible to all units and building except other spies. When another spy has seen your spy it then
becomes visible to all units within the line of sight of your the opposing spy. So if your enemies
spy is being guarded by a soldier he will also see your spy when the enemy spies line of sight is
showing it.
I AM HAVING SMALL PROBLEMS WITH THE SPY AND TRIGGERS THAT MAKE THIS ACHIEVABLE, I CAN MAKE MOST PARTS OF THIS IDEA WORK BUT NOT ALL.
-----------------------
GENERAL:
3)
There are three different generals to choose from each one with greater affect but each one also
varies in price depending on the strength of their affects..
You can build as many generals as you wish. Generals are the most expensive unit and are probably
the most effective when it comes to battle. The general will up your troops armor, hit points and
attack. Your troops or army must be within his line of ight to affect the troops. A general's only
purpose is to strengthen the army around him. General's take up 5 population and are very expensive
and very weak but have an extremely large amount of hit points. The attack and armor of your troops
will increase
I HAVE NOT TESTED OR ATTEMPTED THE GENERAL UNIT YET BUT ANY ADVICE WOULD BE EXTREMELY APPRECIATED.
----------------------
ASSASSIN:
4)
An assassin is a highly trained unit that can kill enemy myth units and heroes with one or two
single attacks. Only one assassin can be purchased at a time and you cannot purchase another one
until it dies. Each time your assassin kills a unit the percentage of its assassination is increased.
So if your assassin kills over 10 people it will have a 100 percent chance of killing its target.
Once your assassin is dead and you purchase another one the percentage of its assassination is
reset to default. If your assassin is slay by an enemy assassin it will be re spawn with its current
percentage of assassination. Assassin can also kill heroes suck as son of Osiris and pharos with a
single attack. Assassins cannot assassinate standard military units only heroes and myth units.
I KNOW THIS IS POSSIBLE I JUST DONT KNOW HOW TO DO IT PLEASE HELP ME!
---------------------
JESUS:
5)
Jesus is the son of god. You can only purchase Jesus once but if he dies he will res pawn once.
Jesus heals your soldiers when in his line of sight. He has zero attack but a large amount of HP.
Jesus can bring back assassinated myth units and heroes from the dead but only once.
THIS IS THE EASIEST UNIT TO GET TO WORK BUT THE BRINGING BACK ASSASSINATED UNITS IN BECOMING DIFFICULT PLEASE HELP ME SOMEONE.
----------------------
THANK YOU VERY MUCH TO ANY ONE AND EVERY ONE WHO HAS TAKEN THE TIME TO READ AND RESPOND TO MY QUESTION I GREATLY APPRECIATE IT AND ANY SUGGESTION I WILL MOST DEFENETLY USE AND ADD.
THANK YOU EVERY ONE........
ARE JUST EXISTING UNITS SUCH AS OLD MAN AND OTHERS WITH ALTERED AFFECTS AND TRIGGERS TO ACTIVATE
THEIR AFFECTS.
I BELIEVE MY IDEAS ARE ORIGINAL AND I WISH TO SHARE THEM WITH THE AOM PLAYERS
I would like to ask several questions about the affects of triggers and how I can affectively create the desired response for the creation of my scenario.
I will list the Five units I have attempted to create into my multi player scenario and the affects I wish them to have.
If I can get a response from a pro it would be appreciated.
-----------
THE THIEF
1)
A thief is well as the word describes a thief. You can build a maximum of 4 thieves at any giving
time, one thief for each resource. example food, wood gold and favor. What a thief does is
basically steals resources from your enemy and adds them to your own stock pile of resources.
Your thief must be within a close distance to your enemy resources in order to steal from them.
If your thief is killed or dies you can train another one by selecting it with
the specified unit that allows you to create it. thief's are not free and cost resource to purchase.
A thief can only target one resource at a time, if you have two thieves at one resources such as a
gold mine only one thief will be stealing resources and the other one will be doing nothing.
I NEED ADVICE ON HOW TO EASILY MAKE THIS ACHIEVABLE, I HAVE AND CAN MAKE THIS WORK BUT I NEED TO KNOW HOW TO MAKE IT ONLY BE AFFECTED FOR ENEMIES FOR EACH PLAYER.
----------------
THE SPY
2)
A spy is a very valuable unit indeed, spies are very expensive but when purchased
and used they have extremely useful and invaluable affects. A spy cannot be seen by enemy troops
or any enemy unit other than another spy. You can only have one spy per player and if the spy dies
it can be re-purchased. A spy basically spies on your enemy base and where ever the spy is it will
reveal a portion of the map to the distance of its line of sight. The strongest feature of the
spy is to slow down and limit the production and advancement of your enemy in the selected area
it is assigned to. For example if your spy is in an enemy base and the barracks and town center
are in the line of sight of your spy, the training speed and advancement speed of your enemy will
be slowed down and a small portion of the speed is added to your advancement and training. This
does not apply to mines and resources. Another example if your spy is located close to an enemies
temple, monument or fighting soldiers (Norse), the amount of favor acquired by
your enemy is reduced and in return you gain the favor they lose. The strongest and most valuable
affect the spy has is to learn the training of upgrades. For example if an enemy is the same god
as you like Norse for example and they purchase an upgrade to heavy axe men and your spy is targeting
the building that is training, you will gain the upgrade that is being trained at no charge to you.
Your enemy will not be aware of this unless they have a spy that catches your spy. spies are
invisible to all units and building except other spies. When another spy has seen your spy it then
becomes visible to all units within the line of sight of your the opposing spy. So if your enemies
spy is being guarded by a soldier he will also see your spy when the enemy spies line of sight is
showing it.
I AM HAVING SMALL PROBLEMS WITH THE SPY AND TRIGGERS THAT MAKE THIS ACHIEVABLE, I CAN MAKE MOST PARTS OF THIS IDEA WORK BUT NOT ALL.
-----------------------
GENERAL:
3)
There are three different generals to choose from each one with greater affect but each one also
varies in price depending on the strength of their affects..
You can build as many generals as you wish. Generals are the most expensive unit and are probably
the most effective when it comes to battle. The general will up your troops armor, hit points and
attack. Your troops or army must be within his line of ight to affect the troops. A general's only
purpose is to strengthen the army around him. General's take up 5 population and are very expensive
and very weak but have an extremely large amount of hit points. The attack and armor of your troops
will increase
I HAVE NOT TESTED OR ATTEMPTED THE GENERAL UNIT YET BUT ANY ADVICE WOULD BE EXTREMELY APPRECIATED.
----------------------
ASSASSIN:
4)
An assassin is a highly trained unit that can kill enemy myth units and heroes with one or two
single attacks. Only one assassin can be purchased at a time and you cannot purchase another one
until it dies. Each time your assassin kills a unit the percentage of its assassination is increased.
So if your assassin kills over 10 people it will have a 100 percent chance of killing its target.
Once your assassin is dead and you purchase another one the percentage of its assassination is
reset to default. If your assassin is slay by an enemy assassin it will be re spawn with its current
percentage of assassination. Assassin can also kill heroes suck as son of Osiris and pharos with a
single attack. Assassins cannot assassinate standard military units only heroes and myth units.
I KNOW THIS IS POSSIBLE I JUST DONT KNOW HOW TO DO IT PLEASE HELP ME!
---------------------
JESUS:
5)
Jesus is the son of god. You can only purchase Jesus once but if he dies he will res pawn once.
Jesus heals your soldiers when in his line of sight. He has zero attack but a large amount of HP.
Jesus can bring back assassinated myth units and heroes from the dead but only once.
THIS IS THE EASIEST UNIT TO GET TO WORK BUT THE BRINGING BACK ASSASSINATED UNITS IN BECOMING DIFFICULT PLEASE HELP ME SOMEONE.
----------------------
THANK YOU VERY MUCH TO ANY ONE AND EVERY ONE WHO HAS TAKEN THE TIME TO READ AND RESPOND TO MY QUESTION I GREATLY APPRECIATE IT AND ANY SUGGESTION I WILL MOST DEFENETLY USE AND ADD.
THANK YOU EVERY ONE........