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Scenario Design
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Age of Mythology Heaven » Forums » Scenario Design » modify protounit for one specific unit
Topic Subject:modify protounit for one specific unit
posted 29 July 2018 03:29 PM EDT (US)         

i want to use modify protounit on a small atlantian transport ship the players get at the start. i want it to be faster than normal transport ships. but with modify protounit all atlantian transport ships move faster. giving the atlantians a small advantage,

can i change the stats of just one unit per trigger? if so how?
posted 29 July 2018 03:55 PM EDT (US)     1 / 8       
Use a pirate ship from the campaign?
Heretic of December
posted 29 July 2018 07:35 PM EDT (US)     2 / 8       
Currently it is not possible to change the speed of one unit. I recommend what Nottud suggested otherwise you could grant the speed boost and then remove it after 5 or so minutes.
posted 31 July 2018 03:57 AM EDT (US)     3 / 8       
tnx for the answers

i went with the pirate ships and it works.
sadly they do have a damaging projectile but after lowering the damage that is pretty insignificant.

tnx for you help!
posted 31 July 2018 07:36 AM EDT (US)     4 / 8       
You could set their range to zero.
(id: Lilitu)
posted 31 July 2018 11:53 AM EDT (US)     5 / 8       
Sadly that doesn't remove their auto-attack behaviour

If you use a Norse Transport ship you get a bit of a speed boost compared to the Atlantean one, but that may be not sufficient enough.

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[This message has been edited by Izalith (edited 07-31-2018 @ 11:54 AM).]

posted 31 July 2018 03:16 PM EDT (US)     6 / 8       
I would recommend nottud's suggestion as well. You could modify the pirate ship's attack to 0 and use the "Set Unit Stance" effect to set the pirate ships' stance to Passive to stop them from chasing enemy units.

EDIT: Alternatively, if you just want players to have a speedy transport ship at the start of the game, you could also temporarily boost the speed of the transport ships the players start with for like the first 2 minutes of the game. And when that time has expired remove the boost. Then you wouldn't have to add the pirate ship (unless you want players to have a speedy transport ship for the remainder of the game).

EDIT2: Another silly method would be to attach a transport ship to a Hippocampus which is already pretty speedy. Players would be able to garrison units inside the attached ship and move the ship by moving the Hippocampus. It would be hilariously awkward to control, which practically makes this the best solution.

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[This message has been edited by Lewonas (edited 07-31-2018 @ 03:43 PM).]

posted 01 August 2018 05:47 AM EDT (US)     7 / 8       
i have done some more tests

i put the number of projectiles of the pirate ship to -1 so it doesnt shoot anything.
it also still does the auto attack behaviour but that is not a big deal to me.

i am just using this for a settlers map. so players that deside to go far dont have mutch less time to bould up than the others.
the ships only need to transport some builders and then die after 2 min.
so for me the problem is solved.

thanks for your ideas everyone!

i have tested the norse transport ship as well. i never even noticed the speed difference :P. but its not big enough for me.
Heretic of December
posted 02 August 2018 02:19 AM EDT (US)     8 / 8       
You could always try a roc. They would not have the auto attack and at the beginning of the game no one can train them.
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