I've put together my study and opinions about the interface and what's possible in the AOM scenario Editor. Another thing in EE that was very helpful is the Duplicate Effect/trigger button. That lets you duplicate a trigger and saves tons of time. Lets say that you want all 8 players to recieve 1 sheep exactly at the same time. In EE you'd make your 1 trigger than duplicate it 7 times. You go to the duplicated ones and simply change where it says Player 1 to Player 2 etc etc etc. You can complete it in a matter of seconds while if your using AOK you have to go and make a new trigger and do everything from scratch again. Back to the Analysis of the AOM scenario editor. I'm probably wrong about most of the stuff labeled there and as you can see i didn't evan know what a some of the buttons did. If you've got anything to add or think you have a better idea of what does what please post here and i'll edit the images with imrpoovements [This message has been edited by CheeZy_monkey0 (edited 10-07-2002 @ 08:41 PM).]
It is still in pre-game release form and doesn't have it's fancy interface art like AOK or any other scenario editor. However we still can see what it's capable of none the less. I found the trigger interface screenshot (which i requested) very interesting. As we can see AOM still goes by the same Condition + effect = trigger scheme. I was slightly disapointed with that because i was expecting AOM to have an easier and still powerful trigger system like that of Empire Earth (EE's editor was hard to learn how to use but when you did, everything else was very easy to do, i won't get into unnesisarily long stories on how their triggers work.)
If AOM is going by the Condition + effect = trigger scheme and still going be a powerful editor than that means there would have to be tons and tons of conditions and effects, unless ES does a good job of organizing them, it will take a hell of a long time to make a trigger.
In EE to make a trigger you would select an object or area on the map, then you'd go to effects and set what effect you want to happen to that object/area, then you go to a condition which weren't always necissary, and then you'd go to triggers and set which is very easy and saved lots of time, and ultimately there really were't that many conditions and triggers in total thanks to that which made organization and creating triggers very easy.